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

DmgImpactSmall64.pngImpact[edit | edit source]

When an DmgImpactSmall64.pngImpact proc occurs, the enemy will flinch and recoil backwards. However, Ospreys, Bosses, and Tenno are immune to the effects of stagger caused by DmgImpactSmall64.pngImpact.

Self Interrupt Weapons[edit | edit source]

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 Akarius.pngAkarius 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[edit | edit source]

Sources of Stagger Resistance[edit | edit source]

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

Passives[edit | edit source]

Abilities[edit | edit source]

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% (DmgSlashSmall64.pngSlash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)
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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 (DmgSlashSmall64.pngSlash 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)
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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)
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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)
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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)
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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)

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)
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Abilities that provide conditional prevention

For example, self-stagger is prevented if a player stands on OberonIcon272.pngOberon's HallowedGround130xDark.pngHallowed Ground or shoots behind VoltIcon272.pngVolt's ElectricShield130xDark.pngElectric 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 DmgSlashSmall64.pngSlash damage)
250 / 300 / 350 / 500 (explosion DmgPunctureSmall64.pngPuncture damage)
150 / 300 / 450 / 600 (roll DmgImpactSmall64.pngImpact 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)
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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)
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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 shield)
20% (health to shield on instant kill)
100 (mirror contact damage)
50%/s (charge damage per sec)
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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 (DmgFireSmall64.pngHeat damage per tick)
500 / 750 / 1000 / 1250 (DmgFireSmall64.pngHeat 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 / ? % (DmgFireSmall64.pngHeat 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 (DmgRadiationSmall64.pngRadiation 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

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)
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Augments[edit | edit source]

Mods[edit | edit source]

Sources of Stagger Recovery Speed[edit | edit source]

Enemies With Staggering Attacks[edit | edit source]

Weapons With Guaranteed Stagger[edit | edit source]

Either by guaranteed DmgImpactSmall64.pngImpact procs or by some other means on direct hits.

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