Read about the future of the Fandom platform and the WARFRAME wiki! Any feedback would be appreciated! User blog:Cephalon Scientia/2022 Fandom Community Connect. - 06:11, 6 June 2022 (UTC)



Weapons that can cause a stagger effect when area of effect hits player. Those closer the player is to the epicenter of the explosion, the stronger the stagger, to the point it may cause a knockdown.

Patch History[]

Hotfix 27.5.6 (2020-05-26)

  • Fixed knockdowns not interrupting weapon-reload. This now intentionally follows suit with self staggers.

Update 27.4 (2020-05-01)

  • Polished the handless cartwheel and knock back animations from self-interrupt weapons. Also fixed the knock back distance and slide to be more aligned so that the Warframe isn’t just standing still.
  • Fixed a functionality loss after exiting a self-stagger multiple times.
  • Fixed being unable to jump as Client after performing a recovery move from self-stagger.

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:

  • Kuva Chakkurr
  • Opticor
  • Opticor Vandal
  • Battacor
  • Simulor
  • Synoid Simulor
  • Ferrox
  • Astilla
  • Shedu
  • Kuva Seer
  • Cyanex
  • Staticor
  • Pox
  • Tombfinger
  • Granmu Prism
  • Exard Scaffold

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.

With the removal of Self Damage, Cautious Shot Mod has been changed to be Rifle compatible and reflect the new Stagger mechanic:

  • +90% chance to reduce the Stagger effect from self-imposed Radial Attacks.

All items (23)