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All Incarnon Genesis Weapons and What They Do
Da galacstec
What the Incarnon Forms do on each weapon in Evolution I.
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Introduction
All Incarnon Genesis weapons in their "Evolution I" can transmute (called "Incarnon Form"), each Form is different for each weapon, but unfortunately the game doesn't tell us what happens.

This guide is intended to tell you what each Form does, in one place, without you having to watch a video for it or look up each one on the wiki.


In this guide I don't intend to talk about the other evolutions, as they are perfectly displayed in the game and also to not make the guide too big.

There are currently some bugs causing some things written in this guide to not work, I haven't mentioned which ones have bugs as I imagine they will be fixed soon.
TL;DR
W1 Weapon
Special Effect
Braton
3m Heat Damage AoE
Lato
Ricochet to enemies near the main target
Skana
Finisher attacks unleashes Radial Stun
Paris
Shoots wide projectile with infinite Punch Through
Kunai
Head-homing properties

W2 Weapon
Special Effect
Bo
Just stats?
Latron
Traveling projectile that Ricochet off enemies/terrain and explodes 4m AoE multiple times
Furis
Klamora Prism-like heat beam
Furax
Heavy Slam creates an Fire Field?
Strun
4m AoE Blast damage

W3 Weapon
Special Effect
Lex
Shoots wide Radiation damage projectile with Impact procs (Arca Plasmor-like)
Magistar
Just stats, if using Sancti gives more healing
Boltor
Rapid-fire pseudo-shotgun
Bronco
Ricochet to enemies near the main target
Ceramic Dagger
Heavy Attack will fire a flurry of 2 Spectral Daggers that explodes on impact

W4 Weapon
Special Effect
Torid
Becomes a continuous beam weapon with 3m radius, chaining up to 5 nearby enemies within 6m of each other
Dual Toxocyst
Becomes full-auto and shots ricochet to 2 nearby enemies within 5m of the main target
Dual Ichor
Kills release Toxin residue
Miter
Becomes full-auto and shots can slight homing, exploding in 3m AoE Heat damage
Atomos
Becomes a semi-auto grenade launcher and projectiles explode in 7.9m AoE Blast damage

W5 Weapon
Special Effect
Ack & Brunt
Aerial & Slide attacks throw Spectral Axes
Soma
Becomes a full-auto shotgun
Vasto
Becomes a high damage 6-round burst
Nami Solo
Just stats?
Burston
Becomes full-auto and shots explode in 2m AoE Heat damage

W6 Weapon
Special Effect
Zylok
Shoots charged explosive Heat lasers with 0.6s charge time and 6m AoE
Sibear
Slam creates an ice field?
Dread
Shoots wide Heat damage projectile
Despair
Shoots explode in 4.9m AoE Heat damage after 0.5s delay
Hate
Attacks will launch 1 Spectral Scythe that explodes on impact
General Info
Primary/Secondary
  • 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 reticule by achieving headshots and then pressing the Alternate Fire button. The amount of Headshots required to fill the gauge varies by weapon. A full gauge is not required to activate Incarnon Form.
    • Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar or Detect Vulnerability in places other than heads will have no effect either.
    • Headshots on corpses do not build charges.
    • Individual Multishot bullets can build charges.
  • 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.
Melee
  • Incarnon Form is activated by reaching 6x Combo and then Heavy Attack.
Week 1 (A) [Braton/Lato/Skana/Paris/Kunai]
Braton Incarnon Genesis (Braton/MK1/Prime/Vandal)
  • Incarnon Form quadruples the weapon's damage and now inflicts a 3 meter area of effect that deals pure Heat damage, with much higher Critical Chance, Critical Multiplier, and Status Chance. However its Puncture damage is reduced in favor of Impact, the Fire Rate is reduced, and the explosion possesses Damage Falloff from 100% to 90% from central impact.

  • Braton's Incarnon Form uses a separate "magazine" with each charge producing 10 rounds to a maximum of 200. Once all ammunition is expended, the Braton reverts to its normal form.
Lato Incarnon Genesis (Lato/Prime/Vandal)
  • Incarnon Form triples the weapon's damage has much higher Critical Chance and Critical Multiplier, has gained 2 Multishot and 0.8 meter Punch Through, and shots now ricochet to ? nearby enemies within ? meters of the main target. However it has noticeably higher Recoil and lower Fire Rate.

  • Lato's Incarnon Form uses a separate "magazine" with each charge producing 4 rounds to a maximum of 24. Once all ammunition is expended, the Lato reverts to its normal form.
Skana Incarnon Genesis (Skana/Prime/Prisma)
  • +100% Melee Damage, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Entering Incarnon Form or performing an finisher unleashes Radial Stun.
Paris Incarnon Genesis (Paris/MK1/Prime)
  • Incarnon Form fires a wide projectile that deals Heat damage, with significantly increased base damage, Critical Chance, and Critical Multiplier, and infinite body Punch Through. However, it no longer deals Puncture or Slash damage, has a headshot multiplier of 1x, and has slightly slower charge time.

  • Paris's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of 20. Once all ammunition is expended, the Paris reverts to its normal form.
Kunai Incarnon Genesis (Kunai/MK1)
  • Incarnon Form grants its projectiles head-homing properties, with increased base damage weighted towards Slash, Critical Chance, and Critical Multiplier, and 2 base Multishot.
    • Punch Through will not cause projectiles to home in on additional targets.
    • Concealed Explosives is disabled in Incarnon Form.

  • Kunai's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of ?.
Week 2 (B) [Bo/Latron/Furis/Furax/Strun]
Bo Incarnon Genesis (Bo/MK1/Prime)
  • +100% Melee Damage, +4 Range, +50% Heavy Attack Efficiency, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
Latron Incarnon Genesis (Latron/Prime/Wraith)
  • 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.
    • 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.
  • 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.
  • Double Tap does not work with Incarnon Form, gaining no stacks and providing no damage increase.
    • Swapping to Incarnon Form while Double Tap is active will cause the buff timer to halt, resuming upon switching back.

  • Latron's Incarnon Form uses a separate "magazine" with each charge producing 5 rounds to a maximum of 40.
Furis Incarnon Genesis (Furis/MK1)
  • Incarnon Form fires a short-ranged, wide Klamora Prism-like beam that deals pure Heat damage and has significantly increased base damage, Critical Chance, Critical Multiplier, Status Chance, and Fire Rate, but has linear Damage Falloff from 100% to 80% from 10m to 16m target distance and has a maximum range of 16 meters.
  • Furis's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of 280. Once all ammunition is expended, the Furis reverts to its normal form.
Furax Incarnon Genesis (Furax/MK1/Wraith)
  • +100% Melee Damage, +25% Sprint Speed, +25% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Heavy Slam creates a field of fire.
    • The heavy slam attack gives a hidden 90% Heavy Attack Efficiency benefit during and shortly after the slam, allowing one or more heavy attacks to be made at 90% efficiency, depending on attack speed. This can be used to activate Incarnon Form without losing all combo points, as well as enabling frequent use of heavy slams and heavy attacks without specifically requiring a heavy attack efficiency setup.
Strun Incarnon Genesis (Strun/MK1/Prime/Wraith)
  • Incarnon Form now inflicts a 4 meter area of effect that deals primarily Blast damage, with much higher Critical Chance, Critical Multiplier, and Status Chance. However, it loses shotgun multishot mechanics and has a base multishot of 1, the Fire Rate is reduced, has much lower base damage, and the explosion possesses Damage Falloff from 100% to 80% from central impact.

  • Strun's Incarnon Form uses a separate "magazine" with each charge producing 2 rounds to a maximum of 40.
Week 3 (C) [Lex/Magistar/Boltor/Bronco/Ceramic Dagger]
Lex Incarnon Genesis (Lex/Prime)
  • Incarnon Form fires a wide projectile that deals Radiation damage and guarantees Impact procs, with significantly increased base damage, Critical Chance, Critical Multiplier, and Status Chance, and 1.4 meter Punch Through. However, it no longer deals Puncture or Slash damage, has a headshot multiplier of 1x, has drastically slower Fire Rate, has linear damage falloff from 100% to 66.67% from 10m to 18m target distance (affected by Projectile Speed), has projectile travel time, and a limited range of 28 meters (affected by Projectile Speed).

  • Lex's Incarnon Form uses a separate "magazine" with each charge producing 2 rounds to a maximum of 20.
Magistar Incarnon Genesis (Magistar/Sancti)
  • +100% Melee Damage, +30 Initial Combo, +50% heavy Attack Wind Up Speed, +10% Sprint Speed and +10% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • On Sancti Magistar, +5% Lifesteal for all combos and another +20% Lifesteal for non-heavy combos.
    • The Incarnon-form's lifesteal exclusive to Sancti Magistar counts direct melee hits and slam radial damage (improved by the 100% Slam Radius evolution), but not status damage. High attack speed is advised to have regular healing.
      • All lifesteal on the weapon heals allies.
      • Lifesteal is counted on the final damage inflicted upon a target, and is therefor reduced by enemy damage reduction, armor and resistances.
      • Lifesteal does not work on object health, but will work when transferred through Tornado.
Boltor Incarnon Genesis (Boltor/Prime/Telos)
  • Incarnon Form turns the weapon in a rapid-fire pseudo-shotgun with 3 base multishot, increased overall damage stats, and added Slash damage, and slightly faster fire rate, but with lower accuracy resulting in a shotgun-like spread pattern.

  • Boltor's Incarnon Form uses a separate "magazine" with each charge producing 8 rounds to a maximum of 160.
Bronco Incarnon Genesis (Bronco/Bronco Prime)
  • Incarnon Form has much higher Critical Chance, Critical Multiplier, and Status Chance, longer Damage Falloff ranges, and shots now ricochet to ? nearby enemies within ? meters of the main target. However, it has reduced base damage and Fire Rate.

  • Bronco's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of 40.
    • The in-game stats screen lists the max charges as being 40, however in reality only 20 are earned after filling the incarnon meter.
Ceramic Dagger Incarnon Genesis (Ceramic Dagger)
  • +100% Melee Damage, +25% Sprint Speed and +25% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Heavy Attack in Incarnon Form will fire a flurry of 2 spectral daggers towards the crosshair that explodes on impact.
    • On direct hits, Spectral Daggers inflict damage split into 10% Impact, 33.33% Puncture, 56.67% Slash.
      • Deals 350 total damage, unaffected by initial +Dmg increase on Evolution 2.
      • Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
      • Direct hits can headshot.
      • Direct hits of spectral daggers and explosions are affected by universal base damage sources like Vigorous Swap, Holster Amp, Arcane Arachne, Vex Armor and Amp.

    • Each explosion inflicts pure Heat damage, with a forced Impact proc.
      • Deals 350 total damage, unaffected by initial +Dmg increase on Evolution 2.
      • Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
      • Explosions have a 5m radius with ?% falloff, unaffected by Range mods such as Reach.
      • Explosions are silent.
      • Explosions can stagger the player.
      • Explosions cannot headshot.
      • Explosion damage is not affected by Condition Overload.
Week 4 (D) [Torid/Dual Toxocyst/Dual Ichor/Miter/Atomos]
Torid Incarnon Genesis (Torid)
  • Incarnon Form becomes a continuous beam weapon with a 3 meter radius, capable of chaining to up to 5 nearby enemies within 6 meters of each other, with each chain doing 75% of the previous chain's damage. The base damage, Critical Chance, Critical Multiplier, and Status Chance are also increased. However, the Zoom is reduced.

  • Torid's Incarnon Form uses a separate "magazine" with each charge producing 37 rounds to a maximum of 170.
    • Torid's poison cloud does not build charges.
Dual Toxocyst Incarnon Genesis (Dual Toxocyst)
  • Incarnon Form becomes fully automatic with higher Critical Chance, Critical Multiplier, Status Chance, Fire Rate, significantly less Recoil and shots now ricochet to 2 nearby enemies per shot within 5 meters of the main target.
    • The ricochet prioritizes headshots and is capable of triggering Dual Toxocyst's Frenzy buff though it will not gain the Ammo Efficiency bonus, in line with all Incarnon firearms.
    • Additional pellets generated via Multishot can ricochet into different targets.
    • Ricochet rounds are affected by Galvanized Shot and the base damage values of both Evolution II perks.
    • By using Punch Through every enemy hit with the main shot along the punch through line creates ricochet rounds.
    • Enemies in a Ragdoll state cannot be hit by ricochet rounds so any grouping tool that isn't Magus Anomaly or Ensnare with prevent ricochet shots from hitting any of the other grouped targets.

  • Dual Toxocyst's Incarnon Form uses a separate "magazine" with each charge producing 30 rounds to a maximum of 270.
Dual Ichor Incarnon Genesis (Dual Ichor)
  • +100% Melee Damage, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Kills release Toxin residue.
Miter Incarnon Genesis (Miter)
  • Incarnon Form becomes fully automatic and its projectiles have gained slight homing properties and explode in a 3 meter area of effect dealing Heat damage, with significantly higher Critical Chance, Critical Multiplier, Status Chance, and Fire Rate. Projectiles that hit enemies will rebound and home into other nearby enemies, albeit with reduced flight speed.
    • The projectile speed after rebound is not affected by mods or Swift Deliverance.

  • Miter's Incarnon Form uses a separate "magazine" with each charge producing 5 rounds to a maximum of 20.
Atomos Incarnon Genesis (Atomos)
  • Incarnon Form becomes a semi-automatic grenade launcher whose projectiles explode in a 7.9 meter radius dealing Impact damage on direct hits and Blast damage on the explosion, with significantly higher base damage, Critical Chance, Critical Multiplier, and Status Chance. However it has significantly slower Fire Rate, the explosion possesses linear Damage Falloff from 100% to 20% from central impact, and the projectile has travel time with heavy arcing.

  • Atmos's Incarnon Form uses a separate "magazine" with each charge producing 1 round to a maximum of 21.
Week 5 (E) [Ack & Brunt/Soma/Vasto/Nami Solo/Burston]
Ack & Brunt Incarnon Genesis (Ack& Ack & Brunt)
  • +100% Melee Damage, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Aerial & Slide attacks throw spectral axes.
    • Lateral slam attack is replaced by the axe throw, reducing mobility. Slam attacks can only be performed directly downwards while Incarnon is active.
    • Aerial/Slide Axes deal 298/149 damage of 20% Impact, 10% Puncture, 70% Slash and explode dealing 606/303 Heat and proccing Impact in a 5m radius with 50% falloff. It has ~14% base critical chance and ~34% base status chance that is affected by the 4th evolution, and 2.0x crit multiplier.
    • Direct hits of spectral axes and explosions are affected by universal base damage sources like Vigorous Swap, Holster Amp, Arcane Arachne, Vex Armor and Amp.
    • Spectral axes embed and explode a second time, but this is only visual.
Soma Incarnon Genesis (Soma/Prime)
  • Incarnon Form transforms into a full-auto shotgun with tight spread weighted slightly more towards Slash damage, 8 base Multishot, and increased base damage and Critical Multiplier. However, it has reduced Critical Chance and Status Chance per bullet, and lower Fire Rate.
  • Hata-Satya does not affect Soma Prime's Incarnon, and any critical chance gained from Hata-Satya is reset when switching to Incarnon.

  • Soma's Incarnon Form uses a separate "magazine" with each charge producing 10 rounds to a maximum of 200.
Vasto Incarnon Genesis (Vasto/Prime)
  • Incarnon Form transforms into a 6-round burst with increased Critical Chance and Critical Multiplier. However, it has reduced base damage and Status Chance per bullet, has significantly higher Recoil, introduces damage falloff, and cannot Zoom.

  • Vasto's Incarnon Form uses a separate "magazine" with each charge producing 3 rounds to a maximum of 24.
Nami Solo Incarnon Genesis (Nami Solo)
  • +3 Range, +100% Melee Damage, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
Burston Incarnon Genesis (Burston/Prime)
  • Incarnon Form becomes fully automatic dealing pure Heat damage with shots exploding in a 2 meter area of effect, with much higher Critical Chance, Critical Multiplier, and Fire Rate. However, it deals much less base damage and the explosion possesses Damage Falloff from 100% to 0% from central impact.

  • Burston's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of 600.
Week 6 (F) [Zylok/Sibear/Dread/Despair/Hate]
Zylok Incarnon Genesis (Zylok)
  • Incarnon Form shoots charged explosive lasers with a 0.6 second charge time, inflicts pure Heat damage on the explosion, and explodes in a 6 meter radius, with increased base damage, Critical Chance, and Status Chance. However direct hits no longer deals Slash damage, it has significantly slower Fire Rate, and the explosion possesses linear Damage Falloff from 100% to 40% from central impact.
    • Incarnon Form trigger must be fully charged to fire.
    • Unlike most explosive weapons, Incarnon Form's radial attack does not hit through solid objects, and enemies can be protected if another enemy is between them and the point of impact of the explosion.

  • Zylok's Incarnon Form uses a separate "magazine" with each charge producing 1 round to a maximum of 12.
Sibear Incarnon Genesis (Sibear)
  • +100% Melee Damage, +50% Heavy Attack Wind Up Speed, +10% Sprint Speed and +10% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Slam creates an ice field. (It seems to do nothing)
Dread Incarnon Genesis (Dread)
  • Incarnon Form fires a wide projectile that deals Heat damage, with increased base damage, Critical Multiplier, and Status Chance, and infinite body Punch Through. However, it no longer deals Puncture damage, has a headshot multiplier of 1x, has slightly slower charge time, and can no longer be fired from a partial charge.

  • Dread's Incarnon Form uses a separate "magazine" with each charge producing ? rounds to a maximum of 20.
Despair Incarnon Genesis (Despair)
  • Incarnon Form now explodes in an approximate 4.9 meter radius after a 0.5 second embed delay, dealing 150 Heat damage. It also has increased base damage, Critical Chance, Critical Multiplier, and Status Chance, but slightly lower Fire Rate and significantly lower Accuracy.

  • Despair's Incarnon Form uses a separate "magazine" with each charge producing 5 rounds to a maximum of 20.
Hate Incarnon Genesis (Hate)
  • +100% Melee Damage, +20% Sprint Speed and +20% to Bullet Jump.
  • Incarnon Form lasts for 180 seconds.
  • Attacks in Incarnon Form will launch 1 spectral scythe towards the crosshair that explodes on impact.
    • All hits are affected by the stance multiplier of the attack that launched the projectile.
    • On direct hits, spectral scythe deal 50% of Hate's base damage with a matching damage distribution (15% Impact, 15% Puncture, 70% Slash).
      • Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
      • Direct hits can headshot.
      • Direct hits of spectral scythe are affected by universal base damage sources like Vigorous Swap, Arcane Arachne, Vex Armor and Amp.
      • Direct hits of spectral scythe are affected by Condition Overload.
      • Direct hits of spectral scythe are not affected by melee damage increases such as Pressure Point or Arcane Fury.

    • Explosion deal 50% of Hate's base damage as pure Heat damage.
      • Critical Chance, Critical Damage and Status Chance are the same as the base weapon.
      • Explosions have a 5m radius with 100% falloff, unaffected by Range mods such as Reach.
      • Explosions are silent.
      • Explosions can stagger the player.
      • Explosions cannot headshot.
      • Explosion damage is not affected by Condition Overload.
Week 7+
Schedule repeats, cycling rewards from Week 1 to Week 6 (ABCDEFABCDEF...).


2 commenti
TOMI1985 18 giu 2023, ore 6:33 
:100percent:
Spring 12 giu 2023, ore 11:51 
great guide