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Blast enemies with glass slugs that devastate on impact. In Gara's hands, this signature weapon has a larger Ammo Pool.

The Astilla is GaraIcon272 Gara's signature shotgun, firing glass slugs that explode and damage nearby enemies in a small radius. With strong DmgImpactSmall64 Impact and DmgSlashSmall64 Slash damage, this weapon stuns and bleeds enemies with ease. When in Gara's hands, the shotgun holds more Ammo Maximum.

This weapon can be sold for Credits64 7,500.

Characteristics[]

  • This weapon primarily deals DmgSlashSmall64 Slash damage.
  • Fires a single slug every shot instead of individual pellets.
    • Slugs have a guaranteed DmgImpactSmall64 Impact proc.
  • Slugs explode in a 2.4 meter radius after impacting a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Innate Madurai Pol and Naramon Pol polarities.

Advantages over other Primary weapons (excluding modular weapons):

  • Tied with AstillaPrime Astilla Prime for the highest accuracy of all shotguns.
  • Slug Impact (wiki attack index 1)
    • High status chance (33.00%)
  • Glass Explosion (wiki attack index 2)
    • Above average fire rate (4.330 attacks/sec)
    • High status chance (33.00%)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Has linear damage falloff from 100% to 50% from 30m to 60m target distance (distances are affected by Projectile Speed).
  • Fewer status counts due to firing a single projectile instead of multiple pellets.
  • Projectiles have travel time.
  • Shatter area of effect cannot hit enemies behind the location of impact.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 70% from central impact.
  • Slug Impact (wiki attack index 1)
    • Below average crit chance (17.00%)
    • Below average magazine (16)
    • Below average ammo max (112)
    • Below average crit multiplier (1.90x)
  • Glass Explosion (wiki attack index 2)
    • Very low active falloff slope (8.0m/%)
    • Low crit chance (17.00%)
    • Very low maximum falloff distance (2.4 m)
    • Below average magazine (16)
    • Below average ammo max (112)
    • Low crit multiplier (1.90x)

Comparisons:

Acquisition[]

The Astilla's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Tellurium
4
Plastids
875
Oxium
175
Ferrite
7,500
Time: 12 Hour(s)
Rush: PlatinumLarge 45
MarketIcon Market Price: PlatinumLarge 240 Blueprint2 Blueprints Price:Credits20,000

Notes[]

  • As a Signature Weapon, Astilla gains a bonus effect with GaraIcon272 Gara or GaraPrimeIcon Gara Prime, gaining an additional 80 Ammo Maximum, for a total of 192.
  • The Astilla fires an explosive slug rather than a traditional spread of pellets.
    • This is similar to the ArcaPlasmor 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.
  • Because of the weapon's firing mechanics, the Astilla can be practically treated as a mid-ranged assault rifle that uses shotgun mods. But due to the explosive effects of its slugs, the gun is deceptively effective at crowd control.

Tips[]

  • Mod TT 20px Fatal 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.

Trivia[]

  • "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.

Media[]

Patch History[]

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.

Primary Weapon Ammo Pick Up Overrides

40 Ammo per Pick Up:

  • Astilla
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.

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

  • Astilla: 30%

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:

  • 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 (2019-04-04)

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

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 7 to 10.

Update 22.0 (2017-10-12)

  • Introduced.

Last updated: Hotfix 24.3.3 (2019-03-01)

See Also[]

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