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.
Grenades have a relatively slow projectile speed and heavy arcing.
Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
Small magazine size.
The grenades deal only Script error: The function "Proc" does not exist. damage on impact and only Script error: The function "Proc" does not exist. damage on explosions. This means the grenades do not deal both Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage on impact and explosions, rendering a less damage outcome.
Second lowest max ammo of all primary weapons.
Low accuracy.
Shooting while enemies are close will force you to jump.
However, this can be used to chain to a melee slam attack, or other airborne offensive.
Grenades damage the player, albeit much less than the similar Penta.
Draws from the rare sniper ammo pool.
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Notes
The Tonkor's grenade will bounce several times off any hard surfaces and environmental objects, before detonating 5 seconds after it settles on the ground. The grenade will explode on impact with the first enemy or player it hits, however.
The grenades will also explode when touching the Cryopod in a Defense mission, damaging nearby enemies. Note that the Cryopod will also take as much damage as the user would if the Tonkor was used for rocket jumping.
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.
It is possible to achieve red critical hits with Point Strike and Critical Delay, landing a 104.3% critical chance. This can be further increased using the Arcane Avenger enhancement, reaching a 134.3% total critical chance.
The Tonkor can be used to propel the player a decent distance by aiming the grenade at their feet while jumping.
Jumping and firing the grenade increases lift and velocity and can be combined with spin or jump attacks with melee to improve mobility.
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 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.
When falling fast enough while still in the air, shooting the Tonkor below the player's feet will cause the player to jump midair.
Grenades will come to a dead stop when fired into the water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds.
Tips
Terminal Velocity will help increase its projectile speed. Trajectory guide when zoomed will adjust with increased flight speed.
Zephyr'sJet Stream increases the grenade projectile flight speed significantly.
Jet Stream with max Power Strength allows for the projectiles to explode on first ground contact.
The Tonkor's self-damage property can be used to increase Vex Armor's buffs when using Chroma.
Trivia
The Grineer text on the side of its barrel translates to "ANM".
The Tonkor's breech-loading design is derived from the M79 grenade launcher, albeit with the ability to hold two rounds instead of one.
Oddly, the grenade loaded into the Tonkor would seem to only hold the one grenade as opposed to the two per clip.
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'sPeacemaker, Nyx'sAbsorb, etc.)