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Send a massive charge of potential energy hurling toward unfortunate targets.

The Staticor is a set of Corpus gauntlets released in Hotfix 18.4.7, that is researched from the Energy Lab in the Clan Dojo. It fires fast-moving energy bolts when uncharged which explode upon hitting a surface, an enemy or after some time, dealing Radiation b Radiation damage in an area of effect. The weapon can also be charged to fire a slow-moving and powerful bolt with a much wider explosion radius.


Manufacturing Requirements
Credits64
25,000
Fieldron64
10
AlloyPlate64
6,000
Ferrite64
9,000
DENitainExtract2
3
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 200 Blueprint2 Blueprints Price:Credits6450,000
Energy Lab Research ClanAffinity64 3,000
Credits64
7,500
FieldronSample64
30
AlloyPlate64
800
NanoSpores64
750
Tellurium64
1
Time: 72 hrs
Prereq: Amprex
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Radiation b Radiation damage.

Advantages:

  • Innate Radiation b Radiation damage – effective against Alloy Armor, Robotic and Infested Sinew.
  • Good critical chance.
  • Above average critical multiplier.
  • Very high status chance.
    • Innate Radiation b Radiation confuses enemies and makes them indiscriminately attack each other.
  • Fast reload speed.
  • Shots are unaffected by gravity, and do not arc in trajectory.
  • Shots can be charged by holding down the primary fire button (LMB ).
    • Fully-charged shots quadruple its damage, and create an 8-meter area of effect blast upon impact with a surface or enemy.
    • While charging, touching an enemy will consume the charge to release a discharge that functions like a normal shot while also applying a knockdown.
  • Great ammo economy.
  • Innate Naramon Pol polarity.

Disadvantages:

  • Innate Radiation b Radiation damage – less effective against Shields, Infested, and Fossilized.
  • Uncharged projectiles have significant travel time, and has a limited max range of 75 meters. This makes uncharged shots ill-suited for engaging distant targets.
  • Holding a fully-charged shot will consume 1 round of ammunition for every second the primary fire button is held.
    • This initiates when the weapon starts to emit a burning and glowing effect after it is fully charged.
  • While charging a shot, coming into direct contact with an enemy will discharge the shot onto that enemy, preventing the weapon from charging again as long as the enemy is in contact.
    • This includes being stuck with a Latcher, or coming into contact with an enemy during its death animation should one occur.

NotesEdit

  • Though the Arsenal adds them together, the Staticor's bolts and its explosions have separate damage values. At minimum charge, the bolt deals 44 Radiation b Radiation damage to one target while the explosion deals 88 Radiation b Radiation damage in an Area of Effect. Fully charged, the bolt deals 176 Radiation b Radiation damage and the explosion deals 352 Radiation b Radiation damage.
  • As with most ranged weapons that can charge their shots, the Staticor's charge can be canceled by pressing the Reload key/button, refunding any ammunition used during the charge. However, any ammunition expended while overcharging a shot will not be returned.
    • Charging a shot consumes 5 rounds of ammunition.

TipsEdit

  • Due to the weapon's projectile flight speed, consider aiming at a nearby surface rather than an enemy directly.
  • Mod TT 20pxLethal Momentum would help to counteract the Staticor's slow projectile flight speed. Use in conjunction with the Mod TT 20pxJet Stream augment to further increase projectile flight speed.
  • Charged shots can be controlled with Navigator130xDark Navigator, increasing their velocity and granting bonus damage.
  • Mod TT 20pxFulmination can be equipped to increase the Staticor's area-of-effect radius. Increasing fire rate turns it into a powerful crowd-clearing weapon as shots can be charged and released rapidly for maximum coverage.

TriviaEdit

  • Not only is the Staticor similar in function to the CrpAirPistolArray Sonicor, both weapons were manufactured by the Corpus. This is unique in this fact as normally another faction develops a weapon that mimics another, it rarely ever is produced by the same faction.
  • The Staticor is the first weapon to use ammo while holding a fully-charged shot. The only similar comparison would be the CrpSplitRifle Convectrix which uses ammo as long as the beams are present, whether firing or not.
    • If the player reloads before a shot is fully charged, ammo being used for the charge will be refunded.
  • This is the second weapon in Energy Lab whose duplication costs 50,000 credits, after the ChainLightningGunEdit Amprex.
  • The Corpus writing (Corpus FCorpus OCorpus RCorpus CCorpus E Corpus 0Corpus TCorpus TCorpus 0) on the Staticor's case translates to "Force 0110".
    • The last 4 numbers could be Binary for 6, given the lack of numbers in the Corpus Language aside from 1 and 0.
  • The Staticor is the only weapon in Warframe besides melee weapons that has a specific animation separate that plays regardless of the players' idle animations
  • The Staticor's damage in Conclave is Electricity b Electricity damage.

MediaEdit

  • Staticor in Codex.

Patch HistoryEdit

Update 24.6
  • Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor that was causing crashes.

Hotfix 24.2.4

  • Removed the self-damage from the Staticor Charged Shot.

Update 24.2

  • Quick fire area-of-effect returned to 2m as intended.
  • Charged fire projectile flight speed increased.
  • Mag size increased from 45 to 48.
  • Ammo capacity increased from 270 to 288.
  • Clip size no longer affects charge time and is now set at 1 second.
  • Charged fire now deals self damage.
  • Reduced the shockwave distortion FX.

Update 23.10

  • Increased Staticor's charged shot AoE size from 2m to 8m and is no longer affected by charge level.

Update 22.12

  • Status chance increased from 25% to 28%. (unlisted)
  • Critical chance increased from 10% to 14%. (unlisted)
  • Critical damage increased from 2x to 2.2x. (unlisted)
  • Uncharged projectile damage increased from 35 to 44. (unlisted)
  • Uncharged explosion damage increased from 45 to 88. (unlisted)
  • Uncharged total damage increased from 80 to 132. (unlisted)
or fix
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