Furax Incarnon Genesis is an item that is used to add Incarnon upgrades to the
Acquisition[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn
Furax Incarnon Genesis from The Circuit's Steel Path to place on their Furax with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolutions[]
- Installing the Furax Incarnon Genesis requires 20
Pathos Clamps, 70
Dracroot, and 300
Ariette Scales. - When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Reach 6x Combo and then Heavy Attack to activate Incarnon Form.
- +100% Melee Damage
- +25% Sprint Speed
- +25% to Bullet Jump
- Heavy Slams receive 90% Heavy Attack Efficiency.
- Incarnon Form gains Heavy Slam Efficiency and leaves behind
Heat Damage fields after Heavy Slams.
- The field has a fixed chance to inflict status effects per damage tick.
- The field can inflict status effects caused by elemental mods and added elemental damage, rolling based on damage distribution, with the innate
Heat Damage having a weighted chance.
- Cannot inflict physical damage type status effects.
- Innate
Heat Damage can be combined with single elemental mods to inflict deal combination status effects.
- For example: if modded for
Viral and
Electricity, the field will have a chance to inflict
Viral and
Radiation procs. - If modded for an element that incorporates
Heat, then the innate will add to the weighted chance of that combination element to proc, e.g.: if modded for
Gas and
Electricity, damage, the field will inflict
Gas procs with a greater weight.
- For example: if modded for
- Damage tick inside the field is increased by: elemental mods, melee damage mods, and faction mods.
- Can be benefit from Arcanes that increase melee damage, such as
Arcane Fury, and
Melee Exposure. Status procs from the field can trigger status effect weapon Arcanes, such as
Cascadia Flare. Can both trigger and benefit from
Melee Influence. - Damage ticks can trigger headshot bonuses from Arcanes, such as
Arcane Rage.
- Damage tick is not affected by: physical damage mods, Condition Overload, critical chance or damage, status chance, Incarnon bonus damage, slam damage mods, or heavy attack damage mods.
- Damage tick is not affected by combo multiplier or damage falloff.
- Field lasts for about 8 seconds.
- Enemies in range of the Heavy Slam attack will be
Lifted for about 8 seconds. - The field's radius is not affected by range mods such as
Reach and the Evolution III perk Moonrise Velocity.
- Incarnon Form lasts for 180 seconds and persists until death.
Evolution II[]
Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Swordsman's Flourish:
- Increase Damage by +110 (Furax) / +100 (MK1) / +65 (Wraith).
- With Melee Weapon Equipped: +100% Combo Count Chance
- Does not apply to quickswap melee. Requires manually equipping the melee, either by holding the weapon swap key (default F ) or going into a mission with only the melee weapon equipped.
- Perk 2: Kill Joy:
- Increase Damage by +90 (Furax) / +80 (MK1) / +55 (Wraith).
- +10% Attack Speed per enemy within 6m, stacks up to 5x.
Evolution III[]
Unlock Challenge: Activate this weapon's Incarnon Form 6 times in a mission.
- Perk 1: Moonrise Velocity:
- +1 Range
- Perk 2: Overhand:
- Heavy Attack Efficiency set at 20%
- Perk 3: Standoff:
- Combo Timer pauses when weapon is holstered.
- Combo duration is reset when used alongside the following Warframe abilities:
- Combo Timer pauses when weapon is holstered.
Evolution IV[]
Unlock Challenge: Kill 30 enemies affected by
Lifted Status.
- Perk 1: Flashing Bleed:
- Perk 2: Kinetic Killer:
- Increase Critical Damage Multiplier to 4x on Slide Attacks.
- Perk 3: Absolute Dominion:
- Increase Status Chance by +24% (Furax) / +22% (MK1) / +14% (Wraith)
Known Bugs[]
- Heavy Slams don't receive the 90% Heavy Attack Efficiency in the Undercroft.
- Evolution I: +100% Melee Damage as well as Evolution IV: Absolute Dominion affect pseudo-exalted weapons such as
Landslide,
Slash Dash,
Shattered Lash and
Whipclaw.
Blade Storm is unaffected.
Patch History[]
Hotfix 33.5.3 (2023-06-23)
- Fixed challenge descriptions appearing as a file path for the following Incarnon Geneses weapons:
- Furax’s (all variants) Evolution IV
Update 33.5 (2023-06-21)
- Fixed Melee Incarnon weapons (original and Genesis) missing their Incarnon Form stats in the Arsenal.
Hotfix 33.0.5 (2023-05-03)
- Fixed Melee Incarnon Weapons using the incorrect HUD indicator to state that Incarnon Mode was ready.
Update 33.0 (2023-04-26)
- Introduced.
| CollapseIncarnon | ||
|---|---|---|
| Zariman | ||
| Sanctum Anatomica | ||
| The Circuit (Incarnon Genesis) |
Week 1 | |
| Week 2 | ||
| Week 3 | ||
| Week 4 | ||
| Week 5 | ||
| Week 6 | ||
| Week 7 | ||
Lorem ipsum dolor sit amet
14 comments
Just thought everyone should know that this things incarnon effect was completely left out of the slam rework. So if you came here hopeing it would be good now be dissapointed.
Resting in RIP, but hoping they’ll remember this and Sibear and hotfix them.
Such a perfect potential synergy with Dante
Mostly true, but don't forget that this thing has maximized heavy slam efficiency, so it still got a huge, huge benefit from the slam rework. I've been enjoying it with melee afflictions by switching between normal and heavy slams as my combo meter goes up and down.
Your combo meter is going down?
Does the Saxum Torax mod explosion procs the 4th evolution bleed on its impact status?
Do the sprint speed /B-jump buffs apply only when the furax transforms?
The ones from the evolution, yes
Lmao, next weapon that has better incarnon for base version.
How did you get to that conclusion ?
In my calculations, both unmodded and modded weapons give the Wraith the advantage.
I like how Kinetic Killer and Overhand are straight out nerfs TO and not BY.
What do you mean "to" and not "by" ?
So does this mean i should put it on the regular furax over the wraith?
Well, it is hard to say. Furax wraith incarnon has smaller dmg (around 40 dmg diff) than incarnon furax, but has a bit higher cc, cd and speed attack (5%, 0.4x and 0.07 speed diffs). Wraith has also a bit lower riven. Probably common furax is a bit better, but not sure.
Without Riven, Wraith beats base version in all scenarios.
The heat damage field now inherits modded elementals, just like the dual ichor. It seems to retain the ability to proc heat even if modded to other elements.
Heat mods will increase the field's tick damage and heat proc damage. As will base damage mods.
From testing, status chance doesn't seem to do much, if anything. Same result when I tested with the dual ichor's very high status chance.
If i wanted my melee hits to proc Slash, i'd just run Voruna.
Id run a slash melee
Given the recent change to the Skana incarnon stats, I'm going to wait and see what the best one to upgrade is. Strange that the MK1 has lower buffs then the normal variant.
Furax Incarnon Genesis doesn't deal only impact damage, and its status chance is also quite low at 15%. As a result, 'Flashing Bleed' can ultimately only trigger around 20% Slash proc.
Dude, do you know what Seismic Palm stance has impact force proc? And dont forget about weeping wounds mod
One forced impact proc per 1.6s.
It can kill armored groups of enemies reasonably quickly now, but it still sure isn't a slash weapon.
oh, right. i almost forgot about impact proc from stance. the 20% slash proc is achieved by maintaining a 12x combo count with weeping wounds, which translates to (impact(70%)*ww x12(81%)*flashing bleed(40%)=22%).
tbh, I feel like it should be a bit more impactful.
But on those forced impact procs, which are every 1.6s, you're going to have 40% slash procs. I don't know why the fancy math there - are you adding no elementals? That % would only matter on the non guaranteed impact hits. This sounds pretty strong to me, but no, not matching a slash based high crit similar weapon.
Bonus damage/crit do seem to be lower on the MK1 Furax than the standard Furax
My Incarnon install to Furax Wraith took 70 Dracroot and 500 Ariette Scale. Does the install cost vary by player or by the specific weapon grade?
Nope, cause that's what I also had. An edit is required.
Appears to have 90% Heavy Attack efficiency on heavy slams.
Fire AoE does 6x50 Heat damage, which is only affected by elemental mods (and faction mods), I think. So base damage mods wont increase the damage, but elemental mods will increase the damage and combine with the heat damage properly. And no, it is not affected by combo multiplier.
Is the incarnon form any good?
As a melee weapon, it doesn't really achieve much more than what Tekko Prime could already do. I guess if you want that secondary buff, its a good choice, but I really won't recommend getting it over any of the guns available this week. My biggest gripe is probably how utterly useless the unique gimmick is.
I'd probably keep Riven Disposition out of the discussion for a while, as its obviously gonna be really good for most of these weapons for now, making them overperform with rivens until they eventually drop. (Its like DE released new weapons at high dispositions, after they had this whole thing about making weapons release at 0.5 disposition. Can't wait for the backlash in the forums, lol.)
Yeah the gimmick is as useless as useless be, the fact that DE keeps making gimmicks that may be somewhat cool and making them utter trash is kinda insane
Fyi, from comment higher up, was trashtier riven for furax, godtier riven for praedos, so they shouldnt matter all that much in comparison. As above comment though, the gimmick sucks, literally add nothing
It would be interesting if it added fire explosions to every strike instead of just Heavy Slam Attacks