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.png 35
MarketIcon.png Market Price: Platinum64.png 200 Blueprint2.svg Blueprints Price:Credits64.png20,000

Characteristics[edit | edit source]

This weapon deals Impact b.svg Impact damage.


  • High Impact b.svg Impact damage – effective against shields.
  • High status chance on explosion.
  • Shots explode in a 5 meter radius on impact or traveling 15 meters.
  • Projectiles reflect off of solid objects and surfaces.
  • Explosion has no damage falloff.
  • Guaranteed knockback against enemies; most are ragdolled and launched.
  • Ammo-efficient.
  • Innate Vazarin Pol.svg polarity.


  • No Slash b.svg Slash or Puncture b.svg Puncture damage – less effective against health and armor.
    • Does not benefit from Slash b.svg Slash or Puncture b.svg Puncture damage mods.
    • Impact b.svg Impact deals 25% less damage to flesh, further limiting its effectiveness against health unless modded accordingly.
  • Low critical chance on explosion.
  • 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.
  • Low fire rate.
  • Low reload speed.

Notes[edit | edit source]

  • 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.pngLethal Momentum, by making the projectile fly further in the time frame before automatic detonation.
    • Likewise, Zephyr's augment mod Mod TT 20px.pngJet 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.svg 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.png 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[edit | edit source]

  • Mod TT 20px.pngPummel works well on the Sonicor due to it dealing pure Impact b.svg Impact damage.
  • Due to Impact b.svg 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.png Toxin for the Corpus and Viral b.png Viral or Heat b.png Heat for the Grineer.
    • Radiation b.png 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[edit | edit source]

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

Media[edit | edit source]

Sonicor Skins

Patch History[edit | edit source]

Update 27.2

  • (Undocumented) Explosions self-stagger.

Hotfix 27.0.9

  • Cleaned up Sonicor light FX.

Update 25.8

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

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

Community content is available under CC-BY-SA unless otherwise noted.