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Discharge a rail of ionized death or throw the Ferrox like a spear and create a localized field of attraction no enemy can escape from.

The Ferrox is a IconCorpusOn Corpus Speargun introduced and wielded by Index broker Derim Zahn. The primary fire features a charged thin beam that deals high damage, complimented by its high critical stats. Its Alternate Fire tosses the Ferrox as far as 50 meters, creating an DmgElectricitySmall64 Electricity field where it lands and pulls enemies towards it.

Characteristics[]

  • This weapon deals primarily DmgPunctureSmall64 Puncture damage on its primary fire and DmgImpactSmall64 Impact damage on its alt-fire.
  • Primary Fire charges and shoots thin beams.
    • Beams are hitscan and do not have projectile travel time, despite the animation.
    • Innate 1.5 meter punch through.
    • Shots explode in a 3.6 meter radius after reaching maximum punch through distance.
      • Initial hit and explosion apply status separately.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • Can benefit from Mod TT 20px Cautious Shot.
    • Vaporizes enemies on kill, making it good for stealth when silenced.
  • Alternate Fire throws the Ferrox, creating a field dealing DmgElectricitySmall64 Electricity damage and pulling enemies within 10 meters toward the Ferrox every 2 seconds.
    • Throwing the spear consumes 1 ammo, then reloads the weapon.
    • The field lasts for 30 seconds.
    • Only one spear can be deployed at a time. Throwing the spear again will remove existing spears.
  • Reloads 33% of the magazine per second while deployed or holstered.
  • Innate Madurai Pol and Vazarin Pol polarities.

Advantages over other Primary weapons (excluding modular weapons):

  • Very ammo efficient.
  • Charged Shot (wiki attack index 1)
    • High crit chance (32.00%)
    • Above average reload speed (1.80 s)
    • High total damage (350)
    • High crit multiplier (2.80x)
  • Radial Attack (wiki attack index 2)
    • Above average crit chance (32.00%)
    • Above average reload speed (1.80 s)
    • Above average crit multiplier (2.80x)
  • Spear Throw (wiki attack index 3)
    • Above average status chance (33.00%)
  • Attraction Field (wiki attack index 4)
    • High status chance (50.00%)
    • Above average disposition (●●●●○ (1.20x))

Disadvantages over other Primary weapons (excluding modular weapons):

  • Primary Fire:
    • Cannot fire with a partial charge.
    • The weapon fires as soon as it has reached a full charge which can lead to premature firing.
    • Explosion inflicts self-stagger.
    • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Explosion has linear Damage Falloff from 100% to 60% from central impact.
    • Explosion cannot benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) despite being area of effect.
  • Alternate Fire:
    • Thrown spear has travel time.
    • The electricity field created by throwing has a flat 50% status chance that cannot be increased using mods.
  • Charged Shot (wiki attack index 1)
    • Below average magazine (10)
    • Below average ammo max (100)
    • Low fire rate (1.330 attacks/sec)
    • Very low status chance (10.00%)
  • Radial Attack (wiki attack index 2)
    • Very low active falloff slope (9.0m/%)
    • Very low maximum falloff distance (3.6 m)
    • Low magazine (10)
    • Below average total damage (100)
    • Low fire rate (1.330 attacks/sec)
    • Below average ammo max (100)
    • Very low status chance (10.00%)
  • Spear Throw (wiki attack index 3)
    • Very low crit chance (4.00%)
    • Low magazine (10)
    • Low total damage (50)
    • Below average ammo max (100)
    • Very low fire rate (1.000 attacks/sec)
    • Low crit multiplier (2.00x)
  • Attraction Field (wiki attack index 4)
    • Low crit chance (4.00%)
    • Below average magazine (10)
    • Below average ammo max (100)
    • Very low fire rate (0.500 attacks/sec)
    • Below average crit multiplier (2.00x)

Comparisons:

Acquisition[]

The Ferrox's blueprint can be researched from the Energy Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Fieldron
5
AlloyPlate
30,000
Salvage
35,000
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
10,000
FieldronSample
800
Circuits
550
Ferrite
3,500
Oxium
500
Time: 3 Day(s)
Prereq: Amprex
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for Credits64 7,500.

Notes[]

  • The Ferrox' alternate fire throws the weapon itself at the target, and upon landing on a surface arcs of electricity will emit from the Ferrox and chain to enemies within 10 meters, dealing 150 DmgElectricitySmall64 Electricity damage every 2 seconds with a moderate chance to proc. Enemies under this effect will also be dragged towards the Ferrox.
    • The damage's tick rate is affected by fire rate mods.
    • Multishot, critical damage, critical chance, and status chance have no effect on this mode. The only way to boost this alternate mode is through elemental damage, pure damage increases, faction damage mods, and fire rate.
  • The Ferrox' alt-fire has a maximum throwing range of ~50m (though it may be displayed as slightly less due to the forward movement of the player when throwing the weapon).
    • The arc Ferrox will take when thrown is affected by both the angle of the throw as well as how much the throw was charged.
    • Throwing distance can be increased with flight speed modifiers (e.g. Mod TT 20px Terminal Velocity and ZephyrIcon272 Zephyr's Mod TT 20px Jet Stream Augment).
    • Unlike the Javlok Javlok, the Ferrox' alt-fire will not self-stagger its user when thrown too close.
  • If the Ferrox is silenced using Mod TT 20px Hush, Mod TT 20px Hushed Invisibility, or BansheeIcon272 Banshee's passive ability, its alt-fire will not alert enemies when dragging and dealing damage to them.
  • Enemies killed by the primary or damage from the secondary attack will vaporize, similar to channeled kills by melee weapons. This makes it very suitable for stealth, as long as the weapon is silenced or Mod TT 20px Hushed Invisibility is used.
    • This only occurs if the enemy was the last in the line of a primary shot. If a Ferrox shot kills multiple enemies at once due to punch-through, not all targets will be vaporized.
  • It is not recommended to install Mod TT 20px Heavy Caliber as the accuracy will greatly deviate leading to inaccurate shots, however, it is one of the few ways to maximize the damage of the alt-fire tether, which is unaffected by accuracy.

Tips[]

  • This weapon's high critical chance and critical multiplier makes critical builds using Mod TT 20px Point Strike and Mod TT 20px Vital Sense very good options.
  • When applying additional elements to the Ferrox, its alt-fire will proc them periodically; as with other weapons with an elemental base, DmgElectricitySmall64 Electricity will be applied last if there are two or more other elements modded for, unless an DmgElectricitySmall64 Electricity mod is included in the order.
  • Mod TT 20px Tactical Reload will still have an effect while the spear is out after the alt-fire is used, so it's possible to do seamless reloads this way.
  • The Ferrox' alt-fire is very useful as a crowd control tool in Survival missions, as its tethering arcs may stun enemies with DmgElectricitySmall64 Electricity procs and also pull them together in a close bunch.
    • It is further amplified on corridors where enemies pass through frequently.
    • Grenade-type secondary weapons such as Angstrum Angstrum and Kulstar Kulstar, thrown secondaries with Mod TT 20px Concealed Explosives, and weapons that chain between targets like the Atomos Atomos are good choices when using the Ferrox in this manner.
    • This will also assist squadmates with launcher-type primaries such as Zarr Zarr and Tonkor Tonkor, as well as any weaponry with DmgGasSmall64 Gas procs.
  • The Ferrox' alt-fire is affected by fire rate mods making it tick more often.
  • The tether mode is useful for grouping up enemies for the use of quickly charging up RhinoIcon272 Rhino's Mod TT 20px Ironclad Charge augment mod.
    • It is also good for grouping enemies up for a Mod TT 20px Condition Overload modded Orvius Orvius, as the weapon's explosion will hit most enemies in range.

Bugs[]

  • Tether mode will not count as weapon damage for Citrine's PrismaticGem130xWhite Prismatic Gem.

Trivia[]

  • The bodies of enemies killed by this weapon disintegrate in a manner similar to channeled Melee kills.
  • Has the same aesthetic as the Ohma Ohma tonfas and Quaro armor set.
  • The name Ferrox seems to be a mix of the Latin words Ferox, meaning "savage" or "fierce", and Ferrum, meaning "iron".

Media[]

Ferrox Skins

Edit

Patch History[]

Update 33.0 (2023-04-26)

  • Fixed the following weapons’ AOE on impact not being affected by Blast Radius Mods (such as Firestorm).
    • Ferrox (Base and Tenet)

Update 32.0 (2022-09-07)

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.
SPEAR GUN CHANGES

We have changed the way that Spear Guns function in-game to help increase their viability in mission. Based on overwhelming community feedback we’ve:

  • Removed the need to manually retrieve your Spear Gun once it’s been thrown. Your Spear Gun now re-appears in your hand using reload.
  • Removed the need to charge your Spear Gun to throw it, simply Tap alt-fire to throw!
    • Within the arsenal, ‘Charged Throw’ stats have simply become ‘Throw’ stats.

Spear Guns have also received new throw animations and updated sound FX on reload, plus a new Spear Gun category has been added when searching for weapons in the Arsenal.

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

  • Ferrox: 40%

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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Ferrox

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 25.5 (2019-07-31)

  • Fixed broken functionality if the Ferrox is the only weapon equipped and you pick up Ammo while it’s been thrown.

Update 25.1 (2019-06-05)

  • Fixed seeing a large beam of light FX when firing the Ferrox with Mirage’s Hall of Mirrors active as reported here.

Hotfix 25.0.4 (2019-05-28)

  • Returned the Ferrox Primary Fire Damage to it’s previous value of 350.

Update 25.0 (2019-05-22)

  • 33% of clip reloaded every second when Spear is deployed. This allows for a more fluid use of all the Gun Spear mechanics.
  • Added 100 Impact damage with 3m area-of-effect at end point of Primary fire.
  • Increased Alt Fire's tether range from 6m to 10m.
  • Increased tether's Status Chance from 33% to 50%.
  • Increased tether's Damage pulse from every 5 secs to every 2 secs.
  • Quick throw auto recall timer reduced from 20 to 10 secs.
  • Charged throw auto recall timer increased from 20 to 30 secs.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 7 to 14.
  • Critical chance increased from 30% to 32%.
  • Critical damage increased from 2.5x to 2.8x.

Hotfix 19.13.1 (2017-03-10)

  • Increased the amount of the Ferrox pull force to prevent enemies from meleeing out of the tether.
  • Fixed Clients being able to throw multiple Javloks and Ferroxs which are then unable to be picked back up.
  • Fixed a script error when throwing the Ferrox.

Update 19.13 (2017-03-09)

  • Introduced.

See also[]

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