Arca Titron is a
Corpus hammer with high damage, critical chance and status chance, but suffers in attack speed. Kills with the weapon increases the damage of the next Slam Attack while also applying an
Electricity proc.
This weapon can be sold for
5,000.
Characteristics[]
- This weapon deals primarily
Impact damage. - Kills with the weapon grant the Slam Capacitor buff, increasing the damage of the next Slam Attack by 250% and its range by 2 meter per charge, along with a guaranteed
Electricity proc.
- Slam Capacitor stacks up to 5 times.
- Damage increase is multiplicative to
Seismic Wave and the Nira set bonus. - Damage increase is additive to base damage (e.g.,
Pressure Point,
Arcane Fury).
- Does not apply to regular attacks.
- Stance polarity
matches
Crushing Ruin. - Innate
and
polarities.
Advantages over other Melee weapons (excluding modular weapons):
- Highest base damage of all melee weapons, tied with
Innodem. - Second highest status chance of all hammers, behind
Synoid Heliocor. - Normal Attack (wiki attack index 1)
- Above average crit chance (24.00%)
- Very high total damage (360)
- Above average attack range (2.60 m)
- Very high status chance (38.00%)
Disadvantages over other Melee weapons (excluding modular weapons):
- Slowest attack speed of all hammers.
- Normal Attack (wiki attack index 1)
- Very low attack speed (0.73x animation speed)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Arca Titron's blueprint can be purchased from the Market.
| Manufacturing Requirements | |||||
|---|---|---|---|---|---|
20,000 |
2 |
6 |
2,150 |
1,200 |
Time: 12 Hour(s) |
| Rush: | |||||
Notes[]
- Slam Capacitor charges have infinite duration and are only consumed on a slam attack.
- Up to 5 charges can be collected.
- Damage and range bonuses stack additively with each charge, for a maximum slam damage increase of +1250% and a slam range increase of +10m with 5 charges.
- Melee combos in both stances for Hammers have built-in slam attacks which neither consume Slam Capacitor charges nor benefit from them.
- Kills made with slam attacks do not grant Slam Capacitor charges, even on slams with no charges.
- Kills from status effects will however grant charges, including procs from slam attacks.
Media[]
Patch History[]
Hotfix 35.5.6 (2024-04-10)
- Arca Titron “Slam Capacity” Trait Changes
Arca Titron was an outlier to the Slam Attack rework in Dante Unbound, as its Unique Trait allowed for ludicrous damage numbers. We aimed to change its damage output to a more reasonable level, but as a result made the weapon too underpowered.
To address this, we’ve made the following changes to the Titron based on the community feedback we received after the adjustments we made to the buff in last week’s Hotfix:
- Reduced the max charges from 10 to 5.
- We wanted to make it easier for players to achieve max charges so that they can benefit from the Slam Damage and Range increase more often.
- We’ve also adjusted the Slam Damage and Range per charge increase to accommodate for the change of max charges:
- Increased the Slam Damage increase per charge to +250% (was +100%) for a total of +1,250% (was +1,000%).
- Increased the Slam Range increase per charge to 2m (was 1m) for a total of 10m (same as before!).
- Fixed Slam Capacity’s guaranteed Electricity Status proc to Slam Attack not occurring.
Hotfix 35.5.3 (2024-04-04)
- Arca Triton’s “Slam Capacitor” Buff Changes & Fixes:
With the changes we made to Slam Attacks in the Dante Unbound Update, the Arcan Triton in particular benefitted from the overall buff to Slam Attacks thanks to its Unique Trait “Slam Capacitor.” Since Slam Attacks are now entirely Radial Damage, scale with Mods, and have a 2x Multiplier applied across all Melee weapons, Slam Attacking with the Arca Triton was leading to ludicrous damage numbers (even reaching into the billions).
With that in mind, we’ve made the following two changes to bring it back to a more balanced state:
1. Changed Slam Capacitor’s Slam Damage buff from multiplicative to additive.
- Before: Each Slam Capacitor charge multiplied base Slam Damage by 2 up to a max of 10 charges, which would total out to a 1024x multiplier. A combination of the multiplier at max and the buffs we made to Slam Attacks allowed players to ramp up to those unruly damage numbers in no time.
- Now: Each Slam Capacitor charge additively stacks the base Slam Damage up to a max of 10 charges. For comparison sake, it calculates similarly to the Seismic Wave Mod, but at max charges grants a +1000% damage Slam Damage increase.
2. Changed Slam Capacitor’s charge duration from 20 seconds to infinite.
- Before: Charges expired after 20 seconds unless they were refreshed by killing enemies or using them.
- Now: Charges are now stored indefinitely, meaning you can use them at any point without having to constantly refresh them.
While we were investigating the Arca Triton for the above changes, we found other elements that we can change/fix:
- Slam Attacks performed in Stance Combos for the Arca Triton no longer consume Slam Capacitor charges.
- They were always ineligible to receive the buff in the first place, which meant they were consuming charges without any benefit. So now, you can continue to perform your Combos without worrying about the charges being consumed accidentally.
- Fixed an issue where one player doing a Slam Attack with the Arca Triton would clear everyone else's Arca Triton charges in the Squad.
Update 27.4 (2020-05-01)
- Fixed the Hammers Palatine skin changing sizes when equipped on the Arca Triton. It will now be the same size across the board.
Hotfix 27.3.13 (2020-04-14)
- Fixed Clients not seeing the "Slam Capacitors" buff being given when using the Arca Titron.
Update 27.2 (2020-03-05)
- Fixed certain attacks with the Arca Titron and Crushing Ruin or Shattering Storm equipped not consuming Slam Capacitor charges but still getting the damage multipliers bonus.
- Fixed Arca Titron consuming Slam Capacitor charges in Melee Combos with Slam attacks without releasing its AOE charge, as reported here: https://forums.warframe.com/topic/1156171-slam-capacitor-not-discharging-on-combo-slams/
Update 26.0 (2019-10-31)
Actual patch notes made a mistake on old follow through.
- Damage increased from 180 to 360.
- Range increased from 2 to 2.6.
- Slam Attack increased from 360 to 1080.
- Slide Attack increased from 360 to 720.
- Parry Angle set to 50.
- Follow Through decreased from 0.9 to 0.4.
Hotfix 21.7.1 (2017-09-12)
- Tweaked the Arca Titron’s handle to be longer.
Update 21.7 (2017-09-09)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
See Also[]
Arca Plasmor, the primary counterpart to this weapon.
Arca Scisco, the secondary counterpart to this weapon.


















































































































































































106 comments
It's a wonder why this monster has good disposition.
Give nira's set bonus to wukong. Do a light attack with this weapon to have it in your hand, use cloud walker, press heavy slam, press 2 for cloud walker. No animation, just gazillions of damage
Melee Influence turned this weapon from trash to one of the strongest in the entire game, so long as you know what you're doing. In particularly, on Zephyr, with Funnel Clouds, Airburst, and Roar...
This on a Wisp that gives 90% attack speed + 60% from Arcane Strike + Melee Influence = pure carnage. Current & adjacent rooms are just empty after a good slam. In survival it sometimes takes like 10secs before enemies are visible again on radar.
Even normal attacks are fast enough with all the attack speed buffs.
Absolutely bonkers with the new melee affliction arcane
Influence is still better
Here's a tips, use melee influence for maximum damage
Initially tried this but wasn't sold by the 20% chance for activation and incapability to refresh while active. Even Melee Duplicate would activate more often. Instead I opted for Melee Crescendo and decided it would be best to use on melee-centric Warframes. So far have only bothered to use it on Ash and Kullervo, both with Savage Silence.
Ash has basically a near-trivial time building the stacks to max but since he lacks Kullervo's passive, he doesn't get to spam heavy slams as often at their max strength because of melee combos regenerating at 40/s. You would need Focus Radon and Reflex Coil (or a Riven) for the upkeep unless you're liberal about how often you use Arca Titron's slam or happen to also use Tennokai. Another tip for Ash is that you can use Arcane Trickery, which lasts much longer than Smokescreen, it can't be dispelled by anything, can be triggered by Blade Storm clones, but it also doesn't gain the critical chance bonus from Smoke Shadow.
Kullervo, however, gets much more mileage out of it once at max stacks because of both his passive and how his abilities work with melee, especially Savage Silence combined with Collective Curse and Wrathful Advance's buff. You can also forgo using Reflex Coil and throw a different mod on.
Takes a total of 37 Finishers to get to max stacks at max rank but I know that having a maxed Melee Crescendo is a tall ask for most people. You could realistically get away with a Rank 2 version if you're using Ash, though.
Could be useful for Gara but that wouldn't have much to do with Arca Titron itself.
Titron has forced electric proc (doesnt mix)
on slam , build for corrosive etc or even gas and watch it proc charges like no tomororw + tennokai and slam city - influence sadly is optimum for titron due to its basew forced electric slam
Slight correction to the above poster. The forced electric proc does mix but it won't interfere based on the build. For example, if you build corrosive/heat, you will proc corrosive, heat and electric on slams. This is because corrosive contains electric. If you try viral/heat, you will proc viral, radiation and electric, thus proving heat combines with the electric.
Oops, we made something viable, gotta toss it in the bin now
To be fair, it was rather easy to hit the maximum possible displayed damage value after the slam changes.
But dang did they overnerf it by a lot.
And this latest buff just adds insult to injury. It is still significantly weaker than the one we had before.
THX DE,YOU KILLED MY HAMMER
Really? going from 1024x to a mere 11x? At least buff the rest of the weapon then.
So the latest patch notes say Slam Capacitor buffs are now additive with each other, stacking up to +1000% (or times 11), and it now has infinite duration. Because of the way they compared it to Seismic Wave I checked if Slam Capacitor was additive to that too. An unmodded Titron with 10 Capacitor stacks did 12k heavy slam damage to a Hollow Vein at 20m, adding Seismic Wave under the same conditions got 36-37k damage, so they do still multiply with each other.
I didn't even know the stacks had a duration. It never mattered
Redid the Seismic Wave test after the second rework and got the same results, just with slightly higher numbers because of the buff. Also edited the Characteristics segment where it said Seismic Wave was additive to Slam Capacitor.
Slam Capacitor and Seismic Wave are definitely multiplicative with each other, but the numbers get real weird when I try adding the Nira set. The only way I can make sense of it is if Nira is additive with both Slam Capacitor and Seismic Wave simultaneously, and then both of those are multiplied with each other.
So with 5 stacks, Seismic Wave, and 1x Nira, you get a multiplier of (1+12.5+1) * (1+2+1) = 58
I decided to do a deep dive on this. Doing heavy slams on a Hollow Vein again, this time at point blank.
TLDR: Anon was right. Slam Capacitor and Seismic Wave multiply. Nira adds to both Slam Capacitor and Seismic Wave.
Unmodded zero stack damage was 1.6k. This is what was displayed but future numbers make more sense if we assume it was closer to 1.62k.
With full Slam Capacitor it was 22k. (1+12.5) * 1.62 = 21.87 Well within range to round to 22k
Add Seismic Wave and it's 66k. (1+12.5) * (1+2) * 1.62 = 65.61 Still makes sense
Removed Seismic Wave and added one Nira mod and got 47K. Now if we assume the Lone Tenno is correct then its (1+12.5+1) *(1+1) * 1.62 = 46.98 Which is quite accurate.
Added a second Nira mod and got 75k. (1+12.5+2) * (1+2) * 1.62 = 75.33 Still accurate
Add Seismic Wave but with one Nira mod and got 94k. (1+12.5+1) * (1+2+1) * 1.62 = 93.96 Very accurate
Seismic Wave and both Nira mods is 126k. (1+12.5+2) * (1+2+2) * 1.62 = 125.55 And the formula still works, so I'm fully convinced this is how it works.
Doing all this might seem a bit excessive, but since this is an odd behavior for a mod proving that it's accurate in several contexts felt needed for me to be sure.
Looks like they removed the timer on slam capacitor in the latest hotfix
Do not believe the lies of the fiend below me, he is a servant of the demiurge. the slam rework did to this what incarnons did to the torid.
Even with the rework to slam damage, this seems like a novelty at best. Yes, you can get some truly ridiculous damage with 10 stacks of slam capacitor-- put melee retaliation on and use it with Hildryn, add seismic wave and the standard crit chance/damage mods, and you can get damage in the 9 to 10 figure range. You can clear an entire room in steel path 200+.
However.
Due to the way slam capacitor works, until you actually use it, you may as well be hitting enemies with a wet newspaper. You'll be getting 4 figure damage, maybe 5 if you use something like wrathful advance to buff it. Good luck getting 10 extremely slow melee kills in level 200 content without dying first.
So unfortunately, the only time you'll realistically be seeing those huge numbers is in content where it's massively overkill. On the other hand, in that content you could probably clear a room with only a few stacks, so it could be fun for defense or survival on a frame that doesn't have a big AoE.
Sounds like you have a skill issue *shrug*
Bold of you to assume I wasn't already using this on hildryn
Did someone say buffed slam damage?
Edit: nevermind, looks like they fucked it up and it doesnt work right now
DE pls hotfix I just made the meme hammer and now it's broken :'(
It got fixed now. time for some absolutely ridiculous slam damage
With Tennokai landing heavy slams should feel even better. Shattering enemies was so yesteryear, we shatter planets now. Need to get exilus adaptor + arcane.
Bonkers on Zephyr with Funnel clouds
Casually has a 1024x slam dmg multiplier
Since the only that increases radial slam damage are slam damage mods and como multiplier, with seismic wave, the 2 Nira's mods and corrupt charge you are done with the build?(I guess an initial combo riven would help)
There is a lot more to consider if you want to actually max the slam damage.
It works with breach surge/xata/toxic lash
It benefits from melee stealth
It benefits from faction mods
Also, if you want to heavy slam with 10x charges, you need to kill things with normal melee, so ideally it would be built for max heavy slam and also good normal attack damage.
Heavy efficiency is probably better than initial combo, as it has good stats for blood rush/weeping wounds.
Naramon is nice as always.
That is what I can remember for now
One day this will get a Tenet 😞
Is the slam effected by crit chance or crit multipliers?
No, the slam damage cannot crit.
Unless you are Zephyr. Then they can and do crit
Does the slam get boosted by XX ???
Arcane avenger - will it give it chance to crit ?
Proton Snap - will it gives it status chance ?
Does octavias Amp apply by any chance to the slam part ?
Smite infusion, Shock Trooper etc do they add damage to the slam ??