WARFRAME Wiki
Register
Advertisement
WARFRAME Wiki

Blasts targets with a massive wave of sonic energy. Results reported to be: 'Very Satisfying'.

The Sonicor is a Corpus wrist-mounted sidearm utilizing sonic blasts to knock down and ragdoll enemies, making it adept at crowd control.

It can be sold for ‍Credits64 2,500.

Characteristics[]

  • This weapon deals DmgImpactSmall64 Impact damage.
  • Shots explode in a 5 meter radius on impact or traveling 15 meters.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Explosion has no Damage Falloff.
  • Projectiles reflect off of solid objects and surfaces.
  • Projectiles guarantee knockback against enemies; most are ragdolled and launched.
  • Innate Vazarin Pol polarity.

Advantages over other Secondary weapons (excluding modular weapons):

  • Ammo-efficient.
  • Projectile Impact (wiki attack index 1)
    • High total damage (150)
  • Explosion (wiki attack index 2)
    • Above average magazine (15)
    • Above average status chance (25.00%)

Disadvantages over other Secondary weapons (excluding modular weapons):

  • Projectiles have no critical chance and status chance.
  • Projectiles have linear damage falloff from 100% to 16.67% from 0m to 20m target distance (not affected by Projectile Speed).
  • Projectiles have travel time.
  • Projectile has a maximum range of 15 meters (affected by Projectile Speed).
  • Explosion inflicts self-stagger.
    • Minimum travel length of 15 meters before being explosive plus the surface reflection should prevent accidental self-stagger unless rapidly moving towards the projectile's impact area before it explodes or reflecting back toward the user.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Projectile Impact (wiki attack index 1)
    • Very low crit chance (0.00%)
    • Very low maximum falloff distance (20.0 m)
    • Very low reload speed (3.00 s)
    • Very low fire rate (1.250 attacks/sec)
    • Low ammo max (150)
    • Very low status chance (0.00%)
    • Below average disposition (●●●●○ (1.15x))
    • Very low crit multiplier (1.00x)
  • Explosion (wiki attack index 2)
    • Low crit chance (10.00%)
    • Very low reload speed (3.00 s)
    • Low total damage (50)
    • Below average ammo max (150)
    • Low fire rate (1.250 attacks/sec)
    • Below average disposition (●●●●○ (1.15x))

Acquisition[]

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


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
AlloyPlate
6,500
Oxium
600
Plastids
2,600
ArgonCrystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits20,000

Notes[]

  • The Sonicor fires a projectile that explodes upon proximity to an enemy, dealing damage and violently knocking back any enemies within a 5 meter radius. The projectile will also explode if it reaches its maximum range of 15 meters.
    • The enemy detection area for the proximity detonation is a 3-meter-radius circle perpendicular to the path of flight.
    • The projectile will bounce if it hits a solid environmental surface or object.
    • Projectile has a limited flight time, and thus range can be extended with Mod TT 20px Lethal Momentum, by making the projectile fly further in the time frame before automatic detonation.
    • Likewise, Zephyr's augment mod Mod TT 20px Jet Stream can double the flight distance.
  • The UI damage value of 50 refers to the explosion. The projectile itself deals up to 150 additional damage to the single closest enemy - however, the projectile is affected by damage falloff and will deal less damage the further it has travelled, down to a minimum of 25 damage.
  • The in-game UI does not list the weapon's critical chance, critical multiplier, and status chance.
    • The critical chance is 10% on the explosion and 0% on the projectile.
    • The critical multiplier is 2x on the explosion and 1x on the projectile.
    • The status chance is 25% on the explosion and 0% on the projectile.
  • The explosion has a forced DmgImpactSmall64 Impact proc.
    • This makes the Sonicor an excellent candidate for installing Mod TT 20px Hemorrhage to also force DmgSlashSmall64 Slash procs.
  • While listed as alarming, the Sonicor's explosion is completely silent. The main projectile, however, has inconsistent noise levels upon directly hitting an object or enemy. Therefore, for stealth play, it is advisable to shoot beside the enemy, letting the explosion do the damage, instead of directly shooting at them.
    • If an enemy is killed while in the line of sight of another enemy, they will not be alerted given that the explosion deals the killing blow.
  • Projectiles can pass through Arctic Eximus SnowGlobe130xWhite Snow Globes.
  • Enemies retain their previous alertness level while ragdolled by Sonicor shots, and so will remain unaware until standing up. Enemies ragdolled while unaware can be stealth killed, granting a Stealth Kill Affinity Bonus.

Tips[]

  • Mod TT 20px Pummel works well on the Sonicor due to it dealing pure DmgImpactSmall64 Impact damage.
  • Due to DmgImpactSmall64 Impact damage dealing 25% less to the flesh of Corpus and Grineer enemies, elemental damage that has a bonus against their health is highly recommended, such as DmgToxinSmall64 Toxin for the Corpus and DmgViralSmall64 Viral or DmgFireSmall64 Heat for the Grineer.
    • DmgRadiationSmall64 Radiation can be used to counter Alloy Armor, add extra crowd control through its status effect, and disable Ancient Healer auras that would otherwise block the Sonicor's stuns and ragdolls.
  • The projectile will explode at 15 meters; this can be used to damage enemies behind cover by aiming above the cover.
  • The projectile creates a launching explosion when it bounces off terrain, not just when it hits an enemy or reaches its maximum range. At close range, a shot angled down at the floor can launch the target into the air and then bounce up to detonate next to them mid-flight, effectively hitting them twice.

Trivia[]

  • The Sonicor is the second weapon in Warframe to have a listed status chance of 0%, with the Stug Stug being the first. Regardless, both weapons can inflict status effects.
  • The Sonicor is the first weapon ingame to have only a single physical damage type, i.e. not an elemental or combined element, as its base damage.
  • The Sonicor is the first wrist-mounted secondary that is not a continuous fire weapon such as the Gammacor Gammacor or the Atomos Atomos.
  • Despite being a sound-based weapon, equipping Mod TT 20px Suppress will not affect the effectiveness of the Sonicor.

Media[]

Sonicor Skins

Edit

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.

Secondary Weapon Ammo Pick Up Overrides

20 Ammo per Pick Up:

  • Sonicor
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 30.0.7 (2021-04-22)

  • Added updated wrist-mounted weapon animations.
    • Also fixes weird wrist angled animations.

Update 29.5 (2020-11-19)

  • Reduced the self-stagger range on the Sonicor.

Update 27.2 (2020-03-05)

  • (Undocumented) Explosions self-stagger.

Hotfix 27.0.9 (2020-01-09)

  • Cleaned up Sonicor light FX.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Sonicor: 0.9->1

Update 25.5 (2019-07-31)

  • Fixed the Sonicor having an overly bright FX.

Update 24.6 (2019-04-04)

  • Reduced aimed FoV due to low Range.
  • Adjusted ragdoll impulse so ragdolls don't always fly to the right.

Hotfix 22.8.4 (2018-01-11)

  • Fixed the Sonicor holster remaining visible when your Warframe is invisible.

Hotfix 22.8.2 (2018-01-04)

  • Gave the Sonicor a bit of ‘oomph’ back by tweaking the ragdoll force to allow a more horizontal ragdoll as opposed to ragdolling in place. Does this bring it back to its skyrocketing ways? No. But now it has an appropriate amount of ‘oomph’ that doesn’t send you across the map to collect your dropped goodies.

Hotfix 21.0.4 (2017-07-05)

  • Fixed the Sonicor doing PvE damage in Conclave.

Hotfix 20.4.3.1 (2017-05-05)

  • Returned the Sonicor to it’s skyrocketing glory.

Hotfix 20.4.3 (2017-05-05)

  • Fixed the Sonicor skyrocketing enemies when equipped with a high Blast build.

Hotfix 19.10.1 (2017-02-14)

  • Fixed Sonicor not causing knock down in Conclave.

Update 18.5 (2016-03-04)

  • The Sonicor’s camera explosion shake will no longer affect other players in the Squad.

Hotfix 18.4.7 (2016-02-04)

  • Fixed an improper trigger finger animation appearing on players with the Sonicor equipped, but not in use.

Hotfix 18.4.6 (2016-02-01)

  • Sonicor AoE radius increased in Conclave.

Update 17.8 (2015-10-21)

  • Fixed an issue with the Sonicor/Gammacor holsters using the wrong energy colour.

Update 17.7 (2015-10-14)

  • Fixed the Sonicor sometimes appearing invisible in player hands.

Hotfix 17.6.1 (2015-10-07)

  • Fixed the Sonicor’s projectiles not being stopped on Nullifier shields.

Hotfix 17.5.5 (2015-10-05)

  • Fixed the Sonicor’s reload audio FX not playing.

Hotfix 17.5.4 (2015-10-02)

  • Fixed Sonicor projectiles detonating from inside the wall of a Snowglobe.

Update 17.5 (2015-10-01)

  • Introduced.

Last updated: Hotfix 22.16.5.1 (2018-03-21)

Advertisement