warframe

CODEX
The claws of these tactical bombs dig into the target and detonate on command.

The Talons are TennoIcon Tenno throwing bombs, functioning like throwing knives that stick to targets when thrown, dealing DmgBlastSmall64 Blast damage in a small radius when manually detonated via Alternate Fire.

This weapon can be sold for ‍5,000.

Characteristics

Advantages over other Secondary weapons (excluding modular weapons):

Disadvantages over other Secondary weapons (excluding modular weapons):

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Acquisition

The Talons's blueprint can be researched from the Tenno Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
ControlModule Control Module
2
Ferrite Ferrite
1,500
Oxium Oxium
1,200
Forma Forma
1
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits15,000
Tenno Lab ResearchClanAffinity643,000
Credits
5,000
ControlModule Control Module
1
Ferrite Ferrite
650
Cryotic Cryotic
300
PolymerBundle Polymer Bundle
400
Time: 3 Day(s)
Prereq: Castanas
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Media

Talons Skins

Edit

Patch History

Update 32.2 (2022-11-30)

  • Fixed the Critical Chance and Status Chance stats not being listed for the Talons in the Arsenal.

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.

Secondary Weapon Ammo Pick Up Overrides

4 Ammo per Pick Up:

  • Talons
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.
GENERAL CHANGES:
  • Updated thrown weapons to now only show a single projectile in hand when only one 1 projectile is remaining before reloading. This affects the following weapons:
    • Talons

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Talons: 50%

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.

Update 22.20 (2018-05-17)

Conclave
  • Reduced the ammo pool of the Talons.
  • Increased the effect of gravity on the Talons.

Hotfix 22.13.3 (2018-02-21)

  • Made the additional projectiles of Talons and Castanas from Multishot spread in a more uniform/predictable pattern.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 5 to 8.
  • Status chance increased from 10% to 26%.
  • Critical chance increased from 5% to 22%.
  • Critical damage increased from 1.5x to 2x.
  • Multishot now spreads additional projectiles horizontal only.
  • Ammo capacity decreased from 20 to 12.