WARFRAME Wiki
Advertisement
WARFRAME Wiki
Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.

Stagger, also known as Interrupt, is a Status Effect that causes enemies to flinch and recoil.

Impact DamageDmgImpactSmall64.png Impact[]

When an Impact DamageDmgImpactSmall64.png Impact proc occurs, the enemy will flinch and recoil backwards. However, Ospreys, Bosses, and Tenno are immune to the effects of stagger caused by Impact DamageDmgImpactSmall64.png Impact.

Self Interrupt Weapons[]

All weapons with a radial area of effect can cause Tenno to stagger if the user is caught in the resulting explosion. Depending on how far the user is from the center of the radial effect, the Tenno may either flinch briefly or be knocked away, being unable to take any action during these animations. Although the user takes no damage, they can still be harmed by enemies while recovering from the stagger.

Radial area weapons with a very rapid fire rate can be much more severe in this aspect. If the Tenno is hit by more than one blast at flinch range within the timespan of one flinch, it is upgraded to a full knockdown. The AkariusAkarius.png Akarius is a particularly noteworthy example of this.

Towards the end of the backflip stagger animation, the Warframe will flash in their energy colors briefly. Jumping during the flash will cancel the stagger, allowing players to act earlier.

Other[]

Sources of Stagger Resistance[]

These sources prevent self-staggering completely or provide a chance to ignore self-staggering effects.

Passives[]

Abilities[]

Abilities with unconditional stagger prevention as long as they are active

KineticPlatingModx256.png KineticPlating130xWhite.png
ENERGY:
50
KEY
2
Kinetic Plating
Generate armor plating that converts a portion of absorbed kinetic damage (Physical, Heat, Cold, and Blast) into energy. Also protects Gauss from being staggered or knocked down. Damage resistance is relative to the battery level.


Battery drain per second: 1% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1 - 5% (battery drain per hit)
0.25% (battery charge per melee attack)
2 / 3 / 4 / 5 % (energy restore per hit)
50% (damage reduction cap at empty battery)
100% (damage reduction cap at full battery)
100% (Slash DamageDmgSlashSmall64.png Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)
Expand/Collapse

WardingHalo.png WardingHaloIcon.png
ENERGY:
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (Slash DamageDmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Duration:N/A
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
Expand/Collapse

ParasiticLink.png ParasiticLinkIcon.png
ENERGY:
0
KEY
3
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.


Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength bonus)
20% / 30% / 40% / 50% (damage redirection)
Duration:30 / 35 / 45 / 60 s
Range:24 / 28 / 34 / 40 m (ally link)
10 / 13 / 16 / 20 m (enemy link)

MesmerSkinModx256.png MesmerSkin130xWhite.png
ENERGY:
50
KEY
2
Mesmer Skin
Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Range:N/A
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)
Expand/Collapse

IronSkinModU15.jpeg IronSkin.png
ENERGY:
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Duration:N/A
Range:N/A
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)
Expand/Collapse

Spellbind.png SpellbindIcon.png
ENERGY:
25
KEY
1
Spellbind
Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Hold the ability to cast the immunity onto Titania.
Strength:N/A
Duration:10 / 12 / 14 / 16 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc:100 % (status cleanse and immunity)
Expand/Collapse

HysteriaModU15.jpeg HysteriaPanel.png
ENERGY:
25
KEY
4
Hysteria
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

Minimum Energy Drain: 2.5 s-1
Maximum Energy Drain: 15 s-1

Strength:100 / 125 / 200 / 250 (damage)
Duration:N/A
Range:N/A
Misc:1% / 2% / 4% / 5% (lifesteal)
5-20 m (aura radius)
Expand/Collapse

MerulinaModx256.png Merulina130xWhite.png
ENERGY:
25
KEY
2
Merulina
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.

Strength:N/A
Duration:N/A
Range:N/A
Misc:Secondary only restriction
Ragdoll & status immunity
Stagger & knockdown resistance
1.5 s (invuln. time)

Strength:3,000 / 4,500 / 6,000 / 7,500 HP (health pool)
Duration:N/A
Range:N/A
Misc:75 % (damage redirection)
∞ (duration)
18 m/s (move speed)
21 m/s (boost speed)
2.5 m (jump height)
10.5 m (double jump height)
1.5 s (jump charge time)
16.5 m (charge jump height)
1,000 (Impact DamageDmgImpactSmall64.png Impact damage on landing)
5 (Impact DamageDmgImpactSmall64.png Impact damage on slam shockwave)
2 m (slam shockwave radius)

Expand/Collapse

Abilities that provide conditional prevention

For example, self-stagger is prevented if a player stands on OberonOberonIcon272.png Oberon's Hallowed GroundHallowedGround130xDark.png Hallowed Ground or shoots behind VoltVoltIcon272.png Volt's Electric ShieldElectricShield130xDark.png Electric Shield.

Tectonics.png TectonicsIcon.png
ENERGY:
50
KEY
2
Tectonics
Summon a rock-wall, activate again to send the rocks crashing towards the enemy.
Strength:2850 / 3150 / 3450 / 3750 (base health)
1x (health multiplier to Slash DamageDmgSlashSmall64.png Slash damage)
250 / 300 / 350 / 500 (explosion Puncture DamageDmgPunctureSmall64.png Puncture damage)
150 / 300 / 450 / 600 (roll Impact DamageDmgImpactSmall64.png Impact damage)
Duration:N/A
Range:3 / 3 / 4 / 5 m (explosion radius)
Misc:5x (armor multiplier)
1 / 2 / 3 / 4 s (invulnerability duration)
? m (shrapnel damage radius)
1 (max bulwarks active)
15 m (roll distance)
30 m (petrified roll distance)
Expand/Collapse

SnowGlobeModU15.jpeg FrostSnowGlobe.png
ENERGY:
50
KEY
3
Snow Globe
Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.
Strength:5x (armor multiplier)
3000 / 4000 / 4500 / 5000 (base health)
Duration:N/A
Range:5m radius
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
40% / 50% / 60% / 67% (slow)
Expand/Collapse

MassVitrify.png GaraMassVitrify.png
ENERGY:
75
KEY
4
Mass Vitrify
Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.


Energy Drain: 3 s-1, ramp up to 5 s-1

Strength:20% / 30% / 40% / 50% (damage multiplier)
1250 / ? / ? / 2350 (ring segment base health)
500 / ? / ? / 800 (segment explosion damage)
500 / 600 / 700 / 800 (shatter explosion damage)
Duration:3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
Range:2 m (ring initial radius)
8 / 8.75 / 10.25 / 11 m (ring max radius)
5 / 6 / 7 / 8 m (segment explosion range)
8 / 10 / 12 / 15 m (shatter explosion range)
Misc:3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)
Expand/Collapse

DreadMirrorModx256.png DreadMirror130xWhite.png
ENERGY:
25
KEY
1
Dread Mirror
Rip the life force from an enemy and use it as a shield that captures damage. Charge to channel the captured damage into an explosive projectile.


Charge drain: 50 s-1

Strength:1 / 1.5 / 1.75 / 2 x (damage capture multiplier)
Duration:13 / 15 / 18 / 20 s (mirror duration)
Range:30 m (pounce range)
6 / 7 / 8 / 10 m (explosion radius)
Misc:8 m (stagger radius)
40% (instant kill threshold)
10% (health to heart damage)
20% (health to heart damage on instant kill)
100 (mirror contact damage)
50%/s (charge damage per sec)
Expand/Collapse

FireWalker.png FireWalkerIcon.png
ENERGY:
25
KEY
1
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (Heat DamageDmgHeatSmall64.png Heat damage per tick)
500 / 750 / 1000 / 1250 (Heat DamageDmgHeatSmall64.png Heat explosion damage)
Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
Range:3 / 4 / 5 / 6 m (explosion radius)
Misc:15 / 15 / 20 / 25 % (sprint speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (Heat DamageDmgHeatSmall64.png Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)
Expand/Collapse

HallowedGround.png OberonHallowedGround.png
ENERGY:
50
KEY
2
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (Radiation DamageDmgRadiationSmall64.png Radiation damage)

5 / 10 / 12 / 15% (status chance)

Duration:10 / 15 / 17 / 20 s
Range:90 / 100 / 120 / 180° (angle)

8 / 10 / 12 / 15 m (radius)

Expand/Collapse

LinkModU14.jpeg TrinityLink.png
ENERGY:
75
KEY
3
Link
Any damage taken while Link is active will be channeled to a nearby enemy.
Strength:N/A
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

ElectricShieldModU15.jpeg ElectricShield.png
ENERGY:
50
KEY
3
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.

Meters per Energy Drained: 4 m
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:N/A
Misc:50% (damage bonus)
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)
Expand/Collapse

Augments[]

Mods[]

Sources of Stagger Recovery Speed[]

Enemies With Staggering Attacks[]

Weapons With Guaranteed Stagger[]


These weapons are guaranteed to inflict Impact DamageDmgImpactSmall64.png Impact status on hit, not dependent on status chance.

View Weapons with guaranteed Impact proc List