Latron 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
Latron Incarnon Genesis from The Circuit's Steel Path to place on their Latron with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Incarnon Genesis[]
Evolutions[]
- Installing the Latron Incarnon Genesis requires 20
Pathos Clamps, 60
Rune Marrow, and 20
Maw Fangs. - 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[]
- Weakpoint hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Fire
Heat Damage energy waves that bounce off enemies and terrain.
- Incarnon Form changes the weapon's fire mode from hitscan to a traveling projectile that can ricochet off enemies and terrain, exploding up to 6 times with a 4 meter radius, dealing damage once for any collision on enemies, and again for the explosion.
- Collision deals
Impact damage and have a guaranteed
Impact proc. - Explosion deals
Puncture and
Heat damage. - Each ricochet will cause the projectile to slow down.
- Bullet attraction bubbles such as
Magnetize or
Void status will cause the projectile to orbit within until exploding at the end of its life, and seem to require multiple enemies to ricochet repeatedly. - Explosion can benefit from
Firestorm (
Primed).
- Collision deals
- Incarnon Form has no Recoil, higher total damage, Critical Chance, Critical Multiplier, and Status Chance. However its
Slash damage is removed, the Fire Rate is reduced, and the explosion possesses Damage Falloff from 100% to 80% from central impact. - Punch Through does not affect the incarnon projectile.
Double Tap affects Incarnon Form.
- Incarnon Form changes the weapon's fire mode from hitscan to a traveling projectile that can ricochet off enemies and terrain, exploding up to 6 times with a 4 meter radius, dealing damage once for any collision on enemies, and again for the explosion.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticle by achieving weakpoint hits and then pressing the Alternate Fire button. 8 weakpoints will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges do not generate on the backpacks of most MOA variants, or vulnerability spots generated by
Sonar or
Detect Vulnerability in places other than actual weakpoints. - Weakpoints on corpses or Invulnerable targets do not build charges.
- Individual Multishot bullets can build charges.
- Charges do not generate on the backpacks of most MOA variants, or vulnerability spots generated by
- Instead of drawing ammunition from its reserves, the Latron's Incarnon Form uses a separate "magazine" with each charge producing 5 rounds to a maximum of 40. Once all ammunition is expended, the Latron reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions). - Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Riddled Target:
- Increase Damage by +48 (Latron) / +12 (Wraith) / +6 (Prime).
- On
Puncture Status Effect: +25% Multishot for 8s. Stacks up to 4x.
- The bonus stacks additively with multishot mods such as
Split Chamber.
- The bonus stacks additively with multishot mods such as
- Perk 2: Swift Punishment:
- Increase Damage by +48 (Latron) / +12 (Wraith) / +6 (Prime).
- With Sprint Speed 1.2 or Higher: +30% Direct Damage per Status Type affecting the target.
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Marksman's Hand:
- -60% Weapon Recoil.
- Perk 2: Extended Volley:
- Increase Magazine Capacity by +15.
- Does not affect the Incarnon form.
- Increase Magazine Capacity by +15.
- Perk 3: Marksman's Focus:
- -30% Zoom.
Evolution IV[]
- Unlock Challenge: Kill 30 enemies that are least 40m away.
- Perk 1: Flensing Spikes: Remove 20% of enemy Armor per
Puncture Status.
- Has no effect on enemies immune to armor removal, such as Exploiter Orb or Archons.
- Can fully strip acolytes' armor although they cannot have more than four Puncture status stacks.
- Perk 2: Deadhead:
- +100% to Headshot Multiplier.
- The bonus stacks additively with other headshot multiplier bonuses such as the passive from
Primary Deadhead.
- Perk 3: Critical Parallel:
- Increase Critical Chance by +30% (Latron) / +24% (Wraith) / +24% (Prime).
- Increase Critical Damage Multiplier by +0.6x (Latron) / +0.2x (Wraith) / +0.2x (Prime).
Patch History[]
Hotfix 37.0.4 (2024-10-10)
- Updated the following Incarnon Evolution descriptions to specify “Weakpoint Hits” instead of “Headshots”:
- “X% Critical Chance on Weakpoint Hits”
- “Weakpoint Hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.”
- “On Consecutive Weakpoint Hits.”
Update 35.5 (2024-03-27)
- Fixed Latron Incarnon’s “Swift Punishment” Evolution tooltip missing the "With Sprint Speed 1.2 or Higher" buff description.
Update 34.0 (2023-10-18)
- Optimized trail particles count on the Latron Incarnon Genesis’ projectile.
Hotfix 33.6.9 (2023-09-12)
- Fixed Latron Prime’s Incarnon Mode not benefitting from the Double Tap Mod.
Update 33.6 (2023-07-27)
- Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod.
Hotfix 33.5.2 (2023-06-21)
- Fixed Latron’s Incarnon Evolution II “ Swift Punishment” perk not granting its damage buff as intended with Sprint Speed 1.2 or higher.
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 | ||
| Week 8 | ||
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24 comments
This just feels good to use and hits like truck. I tried removing puncture completely while maxing status chance as much as possible with riven (which works when it has 3+ and 1-), and it is super fun with gas setup. Due to bouncy nature, prime firestorm is pretty solid choice here. That with gas AoE provides some great scene. It's certainly one of many nifty ways to build this thing!
Kill count won't update for the Evolution 2 for some reason. Unable to get any progress for it. I'm using the latron prime.
Would hunter munitions or internal bleeding be better here considering the incarnon direct hits deal guaranteed impact, especially so if paired with primed firestorm. would hunter munitions be able to proc more due to coming from the radial instead?
Is the projectile effected by punch thru mods?
No
A few notes:
The projectile has a lifetime of ~2.5 seconds, starting from the first bounce.
The projectile also slows down after every bounce, reducing its maximum travel distance.
Update 34.0 (2023-10-18)
Optimized trail particles count on the Latron Incarnon Genesis’ projectile.
Means has been nerfed ?
No, it just won't eat up your fps as much anymore
The armor removal doesn't work on necramechs annoyingly, despite you being able to remove their armor in other ways
Flensing Spikes
Does not care about 5 puncture proccs already on target and will have to replace all 5 to armor strip BASE armor. It will only armor strip if target is ablaze and correded untill it actually proccs 5 CONSECUTIVE or more puncture procs itself before first one expires or gets replaced BY ANY DIFFIRENT instance of puncture status not consisting of Flensing Spikes feature considering Spikes>Heat+or Corrosion with aditional armor stripping means.
Well even if a mech has 0 puncture procs and then you fire the latron and proc puncture, it won't remove any armor. They are immune to it entirely which is why i said it SHOULD remove 80% armor but it doesn't.
Remove ≠ Reduce In practice unwieldy if multishot >6
Ergo fully commited to multishot.
Sickening Pulse is not considered Flensing Spike.
For whatever reason is just not.
Double Tap works in both modes, but with a few key differences. In normal mode it functions mostly as expected. Bullet attractors are inconsistent in whether they keep the buff or reset it.
In Incarnon mode, direct hits stack the buff regardless of the amount of ricochets before impact. The stacks will reset if the first impact isn't an enemy. Any surface hits after the first won't reset it.
DOUBLE TAP WORKS JUST NOT SHOWING THE UI PLEASE CHANGE IT
For people that wonder if Flensing Spikes armor strip works on Demolyst - yes, it does
Flensing Spikes seems pretty buggy. I've been testing it out on Grineer Heavy Gunners in the simulacrum and in SP missions just to make sure I wasn't tripping. Most of the time it works perfectly fine but I've had situations where I had a gunner stacked to 10 puncture procs but they still have full armor. this happens both in solo and multiplayer so Idk if it's a client thing. Would it be possible that the armor removal is chance based? Otherwise I don't really know what could be causing this other than the game just having a stroke again.
Does flensing spike strip all armor once it reaches 5 puncture status?
Yes
Mirage's clones seem to not strip armor through Flensing Spikes
https://imgur.com/Y6m0FG7
I have the feeling that the armor strip doesnt work with multishot in multiplayer. in simulacrum takes 1-2 shots, in multiplayer without elemental buffs 3-4 or more
Yes, tested it: enemy had 10 puncture procs and still 60%+ armor
https://i.imgur.com/chPnU7f.png
Is it bugged until now?
WE MAKING IT OUTTA THE STAR CHART WITH THIS ONE 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
Note: the armor strip from the Flensing Spikes is permanent. Even if the puncture proc wears off the enemy won't recover armor.
The Projectile looks like a torpedo from Star Trek. It is giving me Elite Force vibes even though the torpedo from the launcher in that game didn't bounce.
Does that mean critical parallel will increase the base crit chance to 46% for latron prime which will be multiplied by mods?
Additonal crit mods will work off of the base crit chance (23%) but yes
Wrong, it is base crit chance and will be applied before mods.
So the wraith with this bonus has a base crit of 50%, critical delay puts it up to 150% crit chance
To OP; yes. This means that if you equip critical delay, you will get 138% cc (for primed version that is). Unlike "original" incarnon weapons, these bonuses work as flat, before-the-mod additions.
Incarnon shot has forced Impact. If you equip Critcal Delay put a low rank Vile Precision on exilus slot, you can lower the firerate to trigger Internal Bleeding's double chance. One single shot with red crit will kill level 195 Gokstad Officer.
And as soon I learned wisp can affect negatively Internal Bleedings this combo sucked.
Force impact on a direct hit, im not sure about AOE so hunter munition is still better IMO
Worse than hunter mumu even in that case as over 50% of damage comes from explosion, so you're applying a greater slash amount per shot on average with mumu than internal bleeding even with the extra work and inconsistency. IB only beats mumu on guns that deal >50% of their damage with the impact proccing hit at full bonus.
This has been the only weapon where the likes of Primed Sure Footed felt actually necessary
Lol