The remotely triggered Castanas quietly deliver a lethal dose of electricity to unsuspecting enemies.

The Castanas are a throwing type secondary weapons with Electricity b.png Electricity detonation charge that can be detonated remotely by using the Alternate Fire, much like the DEPenta.png Penta. Although lacking in throwing speed like other thrown weapons, they can be stacked up to six then detonated all at once to create a wide array of crowd controlling opportunities, thanks to their electrical explosion and chaining effects.

Manufacturing Requirements
Credits64.png
20,000
ControlModule64.png
2
Salvage64.png
800
Circuits64.png
200
Forma64.png
1
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 175 Blueprint2.svg Blueprints Price:Credits64.png15,000
Tenno Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
ControlModule64.png
1
Salvage64.png
500
Circuits64.png
50
Ferrite64.png
300
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals Electricity b.png Electricity damage.

Advantages:

  • Second highest base damage of all throwing-type secondaries, behind NLCastanas.png Sancti Castanas.
  • High status chance.
  • Pinpoint accuracy.
  • Very high reload speed.
  • Mines can stick to surfaces, including enemies and allies.
  • Silent, even if the projectile hits the enemy.
  • User can detonate charges on command via Alternate Fire, giving the player precise timing in detonation.
    • Detonation has an explosion radius of 3 meters.
    • Up to six deployed mines can be ready for detonation at the same time.
  • Extra projectiles generated by Multishot have a very wide horizontal spread, effective at covering large groups of enemies.
  • Can benefit from Mod TT 20px.pngFulmination.
  • Innate two Madurai Pol.svg polarities.

Disadvantages:

  • Innate Electricity b.png Electricity damage – less effective against Alloy Armor.
  • Projectiles have very slow travel time with arcing.
  • Very low critical chance.
  • Below average critical multiplier.
  • Explosions inflict self-stagger.
  • Explosion has linear damage falloff from 100% to 60% from central impact.
  • Semi-automatic fire, unlike other throwing weapons.
  • Extremely low magazine size of just 2 rounds; requires frequent reloading.
  • Low ammo capacity size of 20.
  • Can only have six deployed mines out at once.
    • ​Extra projectiles generated by Multishot will count towards this limit.

Comparisons:

Weapon Loadouts[edit source]

Notes[edit | edit source]

  • The normal animation and arc behaves similar to other thrown secondary weapons.
  • Castanas can stun-lock bosses such as Lech Kril.
  • Primary fire throws the Castanas, secondary fire detonates them.
  • Charges will stick to any surface (enemies, allies, companions, etc.); after sticking, they will proc Electricity b.png Electricity with 100% chance when detonated.
    • When thrown while running backwards, it is possible that they can stick to your Sentinel or your Frame itself.
    • This guaranteed Electricity b.png Electricity proc does not damage the user even if when dealing self-damage.
  • Throws that were made by the left hand are further from reticle by a few degrees to the bottom compared to the right hand.
  • Can not proc Radiation b.png Radiation on user.
  • When Mod TT 20px.pngMagnum Force is added, the Castanas will begin to spread apart on throws if Multishot mods are applied. This may be helpful for combating the small blast radius they have by spacing them slightly apart from each other.
  • The Castanas are currently subject to a bug that dramatically increases projectile spread when using multishot mods. Equipping a low-rank Mod TT 20px.pngMagnum Force will fix this.
  • Throwing these at an Arctic Eximus snowglobe and detonating them will kill the Eximus.
  • Castanas thrown by MirageIcon272.png Mirage's illusions from HallOfMirrors130xDark.png Hall Of Mirrors will not interfere with the maximum amount of armed Castanas at a given time.

Tips[edit | edit source]

  • As a NyxIcon272.png Nyx, throwing several Castanas to the floor, casting Absorb130xDark.png Absorb on top of them and detonating them makes a good (and fast) combo for an instantly "charged" Absorb with the right build.
  • Mirage's Hall of Mirrors can be used to increase the number of Castanas that can be planted, but the holograms' Castanas will detonate a few seconds after impact; though they will not damage the player and can still also be detonated manually in the given time they are active.

Trivia[edit | edit source]

  • The Castanas are the first thrown secondary weapon that delivers Area of Effect damage.
  • The detonation feature is similar to that of the DEPenta.png Penta grenade launcher, which also allowed users to detonate on command.
  • The word Castañas means "chestnuts" in Spanish and Greek, judging how the knives are thrown, then "open" themselves, revealing their explosive cores.
  • The Castanas are the first throwable weapon of its kind to be thrown in "Semi-auto".

Bugs[edit | edit source]

  • If Multishot is modded onto the Castanas in any way and happens to activate, the castanas thrown will travel in widely different directions, landing far away from the intended target.

Media[edit | edit source]

Castanas Skins

Patch History[edit | edit source]

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Castanas: 40%

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 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 24.8

  • Fixed equipping Castanas (in default Skin) placing a larger version of one of the projectiles between the Warframes legs.

Update 23.10

  • Updated weapon FX for the Castanas.

Update 22.20

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

Hotfix 22.13.3

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

Update 22.12

  • Damage increased from 100 to 160.
  • Status chance increased from 10% to 22%.
  • Critical chance increased from 5% to 8%.
  • Increased speed of projectile.
  • Deployed damage radius increased from 2m to 3m.
  • Multishot now spreads additional projectiles horizontal only.
  • Ammo pool decreased from 30 to 18.

Update 21.0

  • Fixed Mod TT 20px.pngMagnum Force equipped on Castanas modded for multishot resulting in pin-point accuracy.

Update 20.5

  • Reduced the detonation delay of detonated explosive weapons (Castanas, etc).

Hotfix 15.12.2

  • Fixed an issue causing attachments on the regular Castanas to turn grey.

Update 14.2

  • Ammo capacity reduced from 210 to 30.

Hotfix 14.1.3

  • Tweaked the visual fidelity of Castanas explosions spawned from Hall of Mirror clones.

Update 13.8

  • Fixed an issue with Clients sometimes being able to throw unlimited amounts of Castanas which they could not detonate.

Hotfix 12.5.3

  • Fixed a duplicate flashlight being present on the Castanas.

Hotfix 12.4.5

  • Fixed inability to throw Castanas while sprinting.

Update 12.3

  • Adjusted timing to show Castanas in hand sooner after reload is complete.

Update 12.2

  • Introduced.

Last updated: Update 24.8

See also[edit | edit source]

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