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Blast enemies with glass slugs that devastate on impact. This is Gara's signature weapon.

The Astilla is GaraIcon272 Gara's signature shotgun, firing glass slugs that explode and damage nearby enemies in a small radius. With strong Impact b Impact and Slash b Slash damage, this weapon stuns and bleeds enemies with ease. When in Gara's hands, the shotgun holds more reserve ammo.

Manufacturing Requirements
Credits64
20,000
Tellurium64
4
Plastids64
875
Oxium64
175
Ferrite64
7,500
Time: 12 hrs
Rush: Platinum64 45
MarketIcon Market Price: Platinum64 240 Blueprint2 Blueprints Price:Credits6420,000

CharacteristicsEdit

This weapon primarily deals Slash b Slash damage.

Advantages:

  • High Slash b Slash and Impact b Impact damage – effective against health and shields.
  • Good critical chance.
  • Very high status chance.
  • Fires a single slug every shot instead of individual pellets.
    • Slugs have a guaranteed Impact b Impact proc.
    • The slug and the glass explosion can both deal status procs, allowing Astilla to apply up to 3 status effects to the primary target with a single shot, including the guaranteed Impact b Impact.
  • Slugs explode in a 2 meter radius after impacting a surface or enemy.
  • Highest accuracy of all shotguns.

Disadvantages:

  • Third lowest damage of all shotguns after InfestedLongGunTwo Phage and CrpSplitRifle Convectrix.
    • Low Puncture b Puncture damage – less effective against armor.
    • Damage is unevenly distributed, dealing 30% on the slug and 70% on the explosion.
  • Has linear damage falloff from 100% to 50% from 30m to 60m target distance (distances are affected by projectile flight speed).
  • Fewer status counts due to firing a single projectile instead of multiple pellets.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 70% from central impact.
  • Projectiles have travel time.
  • Ammo inefficient.
  • Shatter area of effect cannot hit enemies behind the location of impact.

NotesEdit

  • When used by GaraIcon272 Gara, the Astilla holds an additional 80 reserve ammo, for a total of 192.
  • The Astilla fires a slug rather than a traditional spread of pellets. Each slug will deal 30% of the damage to the target upon the initial hit, then explode in a ~3 meter radius and deal the remaining 70% as hemispherical damage. Both instances of damage can deal status procs separately.
    • The damage listed in the UI is for both the slug and explosion; enemies hit only by the explosion will suffer less damage as a result.
  • Due to the weapon firing a single slug, the listed status chance is similar to that of a normal weapon, and thus status is not distributed between any pellets.
    • This is similar to the CrpShotgun Arca Plasmor, which also uses shotgun mods but does not use pellets.
  • The slug loses accuracy with distance, and can be seen to veer off randomly past a certain point.

TipsEdit

  • Mod TT 20pxFatal Acceleration can be added to increase flight speed, as well as increasing minimum and maximum damage falloff penalty ranges to 56 and 84 meters respectively.
  • Due to the low ammo pool and slug mechanics it is recommended to treat the Astilla not like an automatic shotgun but instead like an automatic explosive rifle.

TriviaEdit

  • "Astilla" is Spanish for "splinter".
  • Upon reloading, the Astilla makes a loud "ping" noise in a manner similar to the M1 Garand, an American semi-automatic rifle.

MediaEdit

  • Astilla in Arsenal

Patch HistoryEdit

Hotfix 27.2.2

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Astilla: 30%

Update 27.2

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:

  • Astilla

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 24.6

  • Having a ‘signature’ weapon now actually benefits you!
    • Astilla: Additional 80 ammo pool when wielded by Gara.

Update 22.12

  • Mastery Rank increased from 7 to 10.

Update 22.0

  • Introduced.

Last updated: Hotfix 24.3.3

See AlsoEdit

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