The Kuva Tonkor is the Kuva variant of the Tonkor grenade launcher, sporting increased critical chance, status chance, reserve ammo, reload speed, damage and a wider spread of damage types, as well as removing the minimum arming distance thus making the grenades explode on impact and even at closer ranges - which can stagger its wielder.
Characteristics[]
- This weapon does primarily
Blast damage.
- Grenades explode in a 7 meter AoE radius after impacting a surface or enemy.
- 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
Precision Strike mod, and the launcher-exclusive
Adhesive Blast mod.
- Can benefit from
Firestorm (
Primed) and
Cautious Shot.
- Comes with an additional bonus
Impact,
Heat,
Cold,
Electricity,
Toxin,
Magnetic, or
Radiation damage, based on the Kuva Lich's progenitor Warframe, which increases the listed base damage of the weapon by 25%-60%.
- Valence Fusion can optionally change the resulting output damage type, and can upgrade the bonus increase (up to 60%).
- Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
- Listed Mastery Rank requirement is not enforced - the weapon may theoretically be obtained at any mastery rank by acquiring and vanquishing a Kuva Lich that has this weapon equipped.
Advantages over other Primary weapons (excluding modular weapons):
- Pinpoint accuracy.
Heavy Caliber's accuracy penalty is minimal on this weapon, especially in combination with Multishot mods.
- Grenade Impact (wiki attack index 1)
- High crit chance (30.00%)
- High reload speed (1.50 s)
- High crit multiplier (2.50x)
- Grenade Explosion (wiki attack index 2)
- Above average crit chance (30.00%)
- High reload speed (1.50 s)
- Very high total damage (674)
- Above average fire rate (3.17 attacks/sec)
- Above average crit multiplier (2.50x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Grenades have travel time and heavy arcing.
- Extremely low magazine capacity of just 1 round, requires frequent reloading.
- Explosion inflicts self-stagger.
- 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)
- Below average total damage (59)
- Very low ammo max (30)
- Below average fire rate (3.17 attacks/sec)
- Below average status chance (17.00%)
- Low disposition (●●●○○ (0.90x))
- 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)
- Low status chance (17.00%)
- Low disposition (●●●○○ (0.90x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
Kuva Tonkor (Grenade Explosion), compared to
Tonkor (Grenade Explosion):
- Higher base damage per projectile (674.00 vs. 650.00) (excluding any Progenitor bonus)
- Higher total damage (using max +60% Progenitor bonus if applicable) (1,078.4 vs. 650)
- Higher base critical chance (30.00% vs. 25.00%)
- Higher base status chance (17.00% vs. 10.00%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (1563.68 vs. 893.75)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (1042.45 vs. 525.73)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (861.31 vs. 443.44)
- Faster reload time (1.50 s vs. 1.70 s)
- Higher Mastery Rank required (13 vs. 5)
- Lower disposition (●●●○○ (0.90x) vs. ●●●●○ (1.30x))
Acquisition[]
Kuva Tonkor is obtained by vanquishing a Kuva Lich who generated with one equipped. After the Lich is vanquished it will be in the player's Foundry ready to claim.
While the weapon itself is not tradeable, a converted Kuva Lich generated with the weapon can be traded to another player. The trade is performed inside a Clan Dojo's Crimson Branch room, and the recipient must not have any active Lich. Once traded, the recipient must fight and vanquish the Lich to claim its weapon.
Notes[]
- When Multishot mods and
Heavy Caliber are equipped on this weapon, one of the grenades will fly towards the point of aim while the rest of the grenades will fan out horizontally and explode close to the point of aim. This helps in giving a single shot of grenades a larger effective AoE, especially if
Firestorm (
Primed) is also loaded, as well as bigger damage on enemies near the point of impact.
- While its standard counterpart's grenades fizzle out when shot at too close ranges and hitting someone due to the arming distance mechanic, the Kuva Tonkor's shots explode on impact even at point blank range, making it more reliable at dealing massive damage at close ranges. It does give a risk at staggering the user.
Kuva/Tenet Notes[]
- For weapons obtained from vanquishing the Kuva Lich or Sister:
- The player does not have to meet the Mastery Rank displayed to obtain this weapon. It can simply be claimed from the foundry after the Lich/Sister carrying it has been vanquished.
- The weapon will have a prefix of the name of the Lich/Sister it was acquired from (e.g. a Kuva Kohm might be called "Odizrigg Agekk Kuva Kohm").
- Refraining from Mercy killing an Adversary candidate will remove their weapon from the pool of potential Adversary weapons until each has been refused, but only if the mission is completed. Weapons rejected from aborted missions will remain in the current cycle.
- For weapons obtained from Ergo Glast's shop:
- The player must meet the Mastery Rank displayed to obtain this weapon, as it is claimed from an NPC shop rather than the foundry.
- The weapon's max rank caps at 40 after 5 polarizations (max rank increases by 2 per Forma added).
- Additional polarizations can be added when the weapon reaches its new max rank at that polarization level.
- Each additional rank also gives 100 Mastery Rank experience, giving 4,000 points in total at level 40.
- Mod capacity scales with the additional ranks, and can reach a total of 80 at rank 40 with an Orokin Catalyst installed.
- Without an Orokin Catalyst, the max is 40. Combined with the five polarized mod slots required to reach that point, an Orokin Catalyst might not be required for some beginner-friendly builds as they typically use less mod capacity.
- After polarizing a weapon, any additional mod capacity above 30 (60 with an Orokin Catalyst) will not take effect until the weapon's rank reaches 31 and above.
- Legendary Mastery Rank increases the minimum mod capacity for such weapons, without the weapon needing to be rank 31 and above. For example, Legendary 1 increases the minimum capacity to 31 (62 with an Orokin Catalyst).
- Comes with an additional damage stat.
- For Lich/Sister-obtained weapons this is dependent on the Warframe that summoned the Lich/Sister.
- For Ergo Glast shop a random bonus stat will be offered for each weapon and changed every 4 days (96 hours).
- This damage stat randomly ranges between 25%-60%. It can be upgraded up to its maximum value with Valence Fusion using another copy of the weapon.
- This bonus stat is considered a base damage type and will be applied after all elemental mods for the purposes of elemental combinations.
*Note that the Primed or Umbra version of a Warframe share the same element
Tips[]
- With
Primed Magazine Warp, the Kuva Tonkor will have 1 × (1 + 55%) = 1.55, rounded to 2 magazine capacity, giving it a higher overall DPS rate.
- As with the standard Tonkor, the Kuva Tonkor's high critical chance makes it a good candidate for
Hunter Munitions.
- While the Kuva Tonkor's shots lack the cluster-bomb effects of the
Kuva Bramma and
Kuva Zarr, its very large ammo reserves (for a launcher-type primary) and comparable damage grant it a better ability for sustained crowd control in endless Steel Path missions, especially when loaded with ammo conversion mods such as
Vigilante Supplies.
Trivia[]
- The Grineer text on the side of its barrel
translates to "Ravage".
Media[]
Kuva Tonkor Skins
Patch History[]
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)
- Reduced the flare size of the Kuva Tonkor’s explosion.
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:
- Kuva Tonkor
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
- Kuva Tonkor: From 60 to
1130 (developers made a mistake in patch notes)
- 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.
- (Undocumented) Max Ammo increased from 11 to 30.
Update 29.10 (2021-03-19)
- Removed Kuva Tonkor’s arming distance from projectiles.
Hotfix 27.3.8 (2020-04-02)
- Fixed the Kuva Tonkor requiring an Orokin Catalyst to unlock its Exilus Slot instead of an Exilus Adapter.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Kuva 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.
Hotfix 26.0.7 (2019-11-14)
- Explosion damage changed from 674 Blast to 176 Puncture, 270 Slash, and 228 Blast (undocumented).
- Fixed Kuva Lich weapons that do damage on both impact and explosion (Kuva Ogris, Kuva Ayanga, etc) doing significantly less overall damage than expected. This was due to the Elemental bonus only being applied to the "on impact" of the projectile itself and not the explosion.
Hotfix 26.0.4 (2019-11-05)
- Reload speed changed from 1.7 to 1.5
Update 26.0 (2019-10-31)
- Introduced.
See Also[]
Tonkor, the normal counterpart of this weapon.
58 comments
Just got a random lich with impact tonkor, how would it work, would the explosion deal impact damage together with blast or would only the grenade impact deal impact damage? Should i vanquish the lich because i don't have a kuva tonkor or it would it be too bad of a weapon and i should keep the lich because she got funny voicelines?
The AoE nerf really destroyed the whole point of this weapon, which is to spread out a radius of AoE on the floor. At harder levels, the best you can do is crit/hunter munitions/viral.
After some more fiddling: You can use the new Semi-mods for more damage and if you use Atlas you use petrify, then aim directly at his feet (his passive means no stagger) and 2 hits kills everything near you in harder modes. What isnt dead (like eximus) gets thrown into the air. Not exactly compelling but it "works" and it is sorta hilarious to see bombards vaporized.
At least this thing still has usable ammo amounts, other launchers should've treated the same too... less than 20 rounds is horribly terrible.
See how those imbeciles nerf this weapon even further when everyone starts cooling down
They got a lot of flak when they nerfed aoe weapons back in September, next they'll probably implement the 11 max ammo for real
The only reason why they didn't nerfed it along Kuva Zarr and Kuva Bramma is because they recently released a Protea Bundle Skin that comes with a Tonkor skin.
^You know too much...
God have mercy, dont take the Tonkor from us...
plez DE just buff amps and direct damage weaps instead of nerfing AoE
Fact: Tonkor design is Corpu's Tech. Change my mind!
So that's an opinion, not a fact. Imagine making this dumb a statement, but that checks for actual signing up huh.
Max ammo seems to be wrong. My Tonkor has a max ammo of 30. The 3 rounds per pickup is correct.
I think it's a stealth buff, I don't have kuva tonkor but in game it says maximum ammo 30 but wtf. what about the other launchers. why only kuva tonkor?
It was like this upon the ammo changes. Mistakenly not changed, but they're holding off since the nerfs were so poorly received. Proceeding to correct it at this point in time would be a stupid move pr wise.
As of Feb 14th, 2023, I just used it and it has 30 max.
Fairly certain it'll be staying like this for a while. This weapon wasn't nearly as much of a problem child as the ogris, zarr or bramma.
This is the new bramma/zarr/ogris
Don't know about the others but the kuva zarr still does crazy amounts of damage and I don't run out of ammo with carrier and ammo drum on the exilus slot.
Shu'chy goofy ass up
No you, shu'chy goophy arse down.
Ladies and gentlemen, watch in horror as the internet once again makes this already bullshit language even harder to speak!
Despite the ammo nerf this thing doesn't have any issues keeping topped off.
I used Heat element, love this beast - 2h steel path Mot ez
Would be surprised if you couldn't ez that despite it being PvE.
Are you really trying to play internet tough guy with PvP in -warframe-? No one cares about your jerking off in conclave.
Is the Kuva Tonkor compatible with rifle amp? I'm honestly curious...
I think if it uses rifle mods and not shotgun or bow mods as a primary weapon it works
Though you could just test for your self in simulacrum
If it's a primary and not a shotgun, it gets Rifle Amp to work, including bows.
Anyone know why kuva tonkor seems to have bugged crit chance after a while in endurance missions? the only source of crit chance in my build is critical delay and galvanized scope, no hunter set effect, no arcane avanger just me, my nidus spec and an ancient healer but after like 20mins or so the red crit showed up more and more until it becomes full screen of red crit which is ridiculous. It happened all the time so i guess there must be some kind of hidden "featured" out there?
did u have any Vigilante set mods and/or Smeeta Kavat crit buff?
This thing puts me in a pickle. I really want it and I have a Lich with a 55% Cold bonus on one, but I love that guy. I don't wanna vanquish him because he's freakin funny.
Does anyone know why the nades sometimes dont seem to explode?
If there's Punch through it will interfere with the grenade exploding
Man do I love this thing. I started playing the game a decent time after the original Tonkor was nerfed so I never got to experience that but this thing is awesome. I like it way more than the Bramma even if it isn't as powerful as you can lazily camp in a spot firing away without worrying about ammo. I also like precision strike to be able to rapid fire.
If you're planning on using this for steel path or other high end stuff, I'd recommend getting it as toxin as the element. Then you can use Primed Cryo rounds for viral, Primed Fast Hands and Hunter Munitions.
Does that proc calculation applies equally from any source? i.e innate slash damage vs Hunter Munition?
Yea, its the same
You wanna really pimp this up, have something proc Arcane Pistoleer then switch to it. Or helminth Energized Munitions onto the frame, not quite as good but still works.
What a coincidence, I didnt even know what a lich was when i got it, but my lich has tonkor with toxin.
Could someone add if the kuva elemental is only on blast or on the direct impact aswell?
It's on both.
Should there be an "Advantage" that the Tonkor can basically use the now buffed Critical Delay with pretty much no downside? Makes it a fair bit more reliable at no cost.
Is it still a DPS loss or is reload speed delay not affected by fire rate?
-20% fire rate with Tonkor is -5.6% dps. While for other weapons -20% fire rate is about -18% dps.
So if on other weapons you need something to offset the penalty for Tonkor it is just strait up dps up considering additional 50% crit chance.
It has a magazine of 1....firerate has no effect unless you have a bigger magazine. so yes its 100% critical delay, 11/10 would recommand. Reload speed is basically firerate on this weapon
Also, just like the Vectis, you can tap reload as soon as you shoot, thus shortening the reload speed a little bit, wouldn't be that big of a loss methinks
And with the arming distance removal the Ogris is dead. Again.
"a bit meh as AoE guns go." lmao, it's lovely when people don't even give a gun the proper use and then just judge it like kids with cookies. Well, my heat only Kuva Ogris melt SP enemies like butter under the sun and I don't complain. The person above it's hilarious xD
I did try the Kuva Ogris. Thoroughly. With all its special mods.
It's still meh. Don't ever assume that someone just gives an opinion on a weapon without trying it.
Kuva Ogris is another great weapon for Saryn's Toxic Lash, as the Napalm AoE has the weird interaction where it isn't affected by elemental mods/buffs, but the toxic lash instance is, resulting in some truly absurd lingering AoE damage.
Without it, its okay. It won't kill stuff as fast as Zarr, Bramma or the still broken Akarius, but it gets the job done pretty well.
Lol, I still love hearing the "still broken" comment on the Akarius :)
Boy are those things fun.
Ok so they thought it was a good idea to remove the arming distance from the grenade so lich's can 1 shot you with rapid fire.
I mean its a good change when players use the weapon, but tonkor lich's just became 100x harder without cheese
yeah, it was fun when I was hunting down my toxin Tonkor lich with an evasion frame (Mirage) and the lich would spawn directly next to me and immediately fire a grenade right through my shield gate... one-shot kill before I even had a chance to react.
It's reasonably fine afterwards as long as you're mobile since the grenades are relatively slow. And if anyone ever wants to "cheat," just bring Loki or Ivara any time you're anticipating a lich spawn or going for a kill.
Now, some of the direct hit damage is sacrificed in the blast damage, making it very strong, i'd suggest radiation or toxin on this one though
Same person ^
But then, you wouldn't have to worry about magazine capacity since it looks un-changable but then you'd have to worry about the likely-ness of you finding rifle ammo or ammo capacity
Actually, you can bring the mag size up to 2 using magazine warp + wildfire, or tainted magazine (though with reduced reload speed) - I'm planning to try it out with the helminth ability energized munitions to get an effective mag size of 4 (or 8 with those mods but meh) for peak demoman!
Imagine if you could remotely detonate those pocket missiles
Yes they are v tiny