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

The Staticor is a set of IconCorpusB.svgCorpus gauntlets firing fast-moving energy bolts when uncharged which explode upon hitting a surface, an enemy or after some time, dealing Radiation b.png 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.

Characteristics[edit | edit source]

This weapon deals Radiation b.png Radiation damage.

Advantages:

  • Innate Radiation b.png Radiation damage – effective against Alloy Armor, Robotic and Infested Sinew.
  • Good critical chance.
  • Above average critical multiplier.
  • Very high status chance.
    • Innate Radiation b.png Radiation confuses enemies and makes them indiscriminately attack each other.
  • Fast reload speed.
  • Shots explode in a 2.4 meter radius on impact with a surface or enemy.
  • 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 increases the explosion radius to 9.6 meters.
    • While charging, touching an enemy will consume the charge to release a discharge that functions like a normal shot while also applying a knockdown.
  • Ammo efficient.
  • Can benefit from Mod TT 20px.pngFulmination.
  • Innate Naramon Pol.svg polarity.

Disadvantages:

  • Innate Radiation b.png 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.
  • All explosions inflict self-stagger.
  • Tap-fired explosions have linear damage falloff from 100% to 70% from central impact.
  • Fully charged explosions have linear damage falloff from 100% to 10% from central impact.

Acquisition[edit | edit source]

The Staticor's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64.png
25,000
Fieldron64.png
10
AlloyPlate64.png
6,000
Ferrite64.png
9,000
NitainExtract64.png
3
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 200 Blueprint2.svg Blueprints Price:Credits64.png50,000
Energy Lab Research ClanAffinity64.png 3,000
Credits64.png
7,500
FieldronSample64.png
30
AlloyPlate64.png
800
NanoSpores64.png
750
Tellurium64.png
1
Time: 72 hrs
Prereq: Amprex
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[edit | edit source]

  • 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.

Tips[edit | edit source]

  • Due to the weapon's Projectile Speed, consider aiming at a nearby surface rather than an enemy directly.
  • Mod TT 20px.pngLethal Momentum would help to counteract the Staticor's slow Projectile Speed. Use in conjunction with the Mod TT 20px.pngJet Stream augment to further increase Projectile Speed.
  • Charged shots can be controlled with Navigator130xDark.png Navigator, increasing their velocity and granting bonus damage.
  • Mod TT 20px.pngFulmination can be equipped to increase the Staticor's area-of-effect radius. Increasing fire rate and Multishot turns it into a powerful crowd-clearing weapon as shots can be charged and released rapidly for maximum coverage.
    • Mod TT 20px.pngMagnum Force can assist with crowd-clearing capabilities at the cost of long range accuracy, though this is of minimal impact due to the projectiles' slow speed already making it difficult to land shots at distance.

Weapon Loadouts[edit source]

Trivia[edit | edit source]

  • Not only is the Staticor similar in function to the CrpAirPistolArray.png 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. However, this can be explained by the fact that the Corpus as a faction isn't a singular organization, but rather several organizations (one of which is Anyo Corp) who may compete with each other.
  • The Staticor is the first weapon to use ammo while holding a fully-charged shot. The only similar comparison would be the CrpSplitRifle.png 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.png Amprex.
  • The Corpus writing (Corpus F.svgCorpus O.svgCorpus R.svgCorpus C.svgCorpus E.svg   Corpus 0.svgCorpus T.svgCorpus T.svgCorpus 0.svg) 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.png Electricity damage.

Bugs[edit | edit source]

  • Rarely you can get unable to charge the weapon during a mission. In addition and from the looks, most of your (uncharged) shots will explode in your warframe's arm. Very few shots will still be able to get fired "outside of your arm" normally. This however does not prevent you from dealing damage with every shot in close combat, as the explosion will trigger around your warframe. Once this bug occurs, it may stay for the rest of the mission.

Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Staticor: 30% / Alt Fire 90%

Update 27.2

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Staticor

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 27.0.10

  • Fixed seeing a distorted flat circle on the Staticor explosion (and radiation areas).

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 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)
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