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.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 200 Blueprint2 Blueprints Price:Credits6420,000


This weapon deals Impact b Impact damage.


  • High Impact b Impact damage – effective against shields.
  • High status chance on explosion.
  • Produces a large 5 meter area of effect explosion on impact or after its 15 meters of travel distance.
    • Explosion can hit enemies through solid objects.
  • Projectiles reflect off of solid objects and surfaces.
  • Guaranteed knockback against enemies; most are ragdolled and launched.
  • Ammo-efficient.
  • Has a Vazarin Pol polarity.



  • 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 20pxLethal Momentum, by making the projectile fly further in the time frame before automatic detonation.
    • Likewise, Zephyr's augment mod Mod TT 20pxJet 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 UI critical chance value of 10% refers to the explosion. The projectile itself has 0% critical chance.
  • The UI status chance value of 0% refers to the projectile itself. The explosion has 25% status chance.
  • The explosion has a forced Impact b Impact proc.
  • 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 SnowGlobe130xDark 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.


  • Mod TT 20pxPummel works well on the Sonicor due to it dealing pure Impact b Impact damage.
  • Due to Impact b 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 Toxin b Toxin for the Corpus and Viral b Viral or Heat b Heat for the Grineer.
  • 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.


  • The Sonicor is the second weapon in Warframe to have a listed status chance of 0%, with the GrineerCrossbowGooGun 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 GrnHeatGun Atomos.
  • Despite being a sound-based weapon, equipping Mod TT 20pxSuppress will not affect the effectiveness of the Sonicor.


  • Sonicor in Codex.

Sonicor Skins

Patch HistoryEdit

Update 25.5
  • Fixed the Sonicor having an overly bright FX.

Update 24.6

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

Hotfix 22.8.4

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

Hotfix 22.8.2

  • 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

  • Fixed the Sonicor doing PvE damage in Conclave.


  • Returned the Sonicor to it’s skyrocketing glory.

Hotfix 20.4.3

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

Hotfix 19.10.1

  • Fixed Sonicor not causing knock down in Conclave.

Update 18.5

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

Hotfix 18.4.7

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

Hotfix 18.4.6

  • Sonicor AoE radius increased in Conclave.

Update 17.8

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

Update 17.7

  • Fixed the Sonicor sometimes appearing invisible in player hands.

Hotfix 17.6.1

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

Hotfix 17.5.5

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

Hotfix 17.5.4

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

Update 17.5

  • Introduced.

Last updated: Hotfix

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