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Firing a sticky, toxic, explosive compound, the Stug Gel Gun offers multiple ejection modes, delivering maximum damage in all situations.

The Stug is an automatic Grineer pistol that fires Corrosive b Corrosive blobs that stick to surfaces and explode. A larger and more powerful blob can be formed using consecutive automatic shots or a single charged shot via Alternate Fire.

This weapon can be sold for Credits645,000

Manufacturing Requirements
Credits64
20,000
Neurode64
3
Gallium64
4
Salvage64
3,000
AlloyPlate64
1,200
Time: 24 hrs
Rush: Platinum64 25
MarketIcon Market Price: Platinum64 120 Blueprint2 Blueprints Price:Credits6420,000

CharacteristicsEdit

This weapon deals Corrosive b Corrosive damage.

Advantages

  • Innate Corrosive b Corrosive damage – effective against Ferrite Armor and Fossilized.
  • Fires blobs that sticks to surfaces including enemies and allies. Blobs then deal two ticks of damage before exploding in a 0.3 meter radius, all within 3 seconds of impact.
  • Can create large blobs that deal more damage, formed by consecutive automatic shots in one spot.
    • Each blob added increases the damage and radius by 100%. This stacks additively up to ten times, and any further shots merely resets the detonation timer.
      • At 10 stacks, the blob will deal 750 Corrosive b Corrosive damage with an explosion radius of 3 meters.
    • Alternate Fire charges up a single large blob at the cost of 6 ammo.
  • Can benefit from Mod TT 20pxFulmination.
  • Innate Vazarin Pol polarity.

Disadvantages

Weapon LoadoutsEdit

NotesEdit

  • The Stug is unusually large for a sidearm, being as large as most primary weapons. This can cause clipping issues, where upper part of the gun can pass into the Warframe's torso when holstered.
  • Despite the status chance displaying 0% for the shots, the Stug's explosions actually do cause procs to their targets, with a 10% status chance that is affected by mods. The DoT caused by each blob is what has the 0% status chance stated in the weapon's stats.
  • Stug blobs explode when stepped on by anyone, including players.
  • The expense of the charged shot determines how many manually fired blobs are fired at simultaneously.
    • The maximum charge of the Stug is 6, costing 6 pistol ammo.
    • The maximum size of the Stug blob is 10 (although more than 6 is wasted without multishot).
    • Mod TT 20pxBarrel Diffusion (Level 4) releases a maximum charge of 10, due to the size limit.
    • Manual Barrel Diffusion shots deal a size of 2.
  • Having the weapon expend no ammunition while charging gives no supposed effects on the blob, such as using 2 pistol ammo to make a 6-charge will create a 2-charge blob instead.
  • Shooting from a high elevation while the player's HallOfMirrors130xDark Hall Of Mirrors is active will sometimes cause the shots from the rear clone to land near the player, potentially damaging them if too many blobs are accumulated.
  • Damage dealt by charged blobs is inconsistent. In most cases, a fully charged blob will inflict the same amount of damage to the enemy it is stuck to as a single blob will, wasting the time it took to charge the weapon.

TipsEdit

  • Stug explosions can deal headshot damage when triggered above their targets, this also includes the blobs themselves hitting heads.
  • Mod TT 20pxBarrel Diffusion and Mod TT 20pxLethal Torrent will allow the Stug to build up blobs much faster, while Lethal Torrent can increase firing and charging speed of the weapon.
  • Mod TT 20pxFulmination increases the crowd control potential of this weapon, particularly when spreading small blobs all over a room to deal damage against a large crowd of enemies.
  • It is not advisable to fight enemies in close range with this weapon, as it deals damage to the user, especially when equipped with Mod TT 20pxPathogen Rounds. The more blobs that are stacked, the more damage the user will take.
    • This is especially true if a player utilizes Mod TT 20pxFulmination to rack up its AoE potential.
  • The Stug can have three unique combination elementals, with Corrosive already provided, allowing Pathogen Rounds and Mod TT 20pxConvulsion mods to be equipped separately for such combinations.
  • The Stug's shots will not just stick to enemies, but other players too. This lets you put them on another player for a little bit of quick melee defense (similar to Vauban's Teslas, but much shorter lived). Also the shots will stick to Loki's Decoy and Saryn's Molt for an effective trap.
  • The innate Vazarin Pol polarity can somewhat limit elemental modding potential unless building for Magnetic b Magnetic, Blast b Blast or Viral b Viral damage, thus making it a less desirable polarity for elemental modding. If you wish to focus more on different elemental damages, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
  • Due to having innate Corrosive b Corrosive, the stug can be made to deal Radiation b Radiation and Viral b Viral, along with the innate Corrosive b Corrosive, to make it deadly against the Grineer, attacking all armor types and health.
  • Blobs will immediately explode when impacting the Blunts and Bulwarks, allowing instant high damage to enemies.

TriviaEdit

  • The Stug is the third of three very large secondary weapons, the first two being the Acrid2 Acrid and the DEBallistica Ballistica.
  • "Stug" is likely taken from the WW2 German assault gun of the same name (Sturmgeschütz III & IV); this makes it the second Grineer weapon named after a military vehicle, the first being the Hind Hind.
  • This is the second secondary weapon that has a Charge ability.
  • While the game startup window (the one that lists recent updates) refers to the Stug as a Goo-gun, the shop calls it a Gel gun.

MediaEdit

  • Stug in Codex.

Patch HistoryEdit

Hotfix 27.2.2

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

  • Stug: 30%

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 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 24.2.10

  • Fixed the Stug's projectiles interacting physically with ragdolls.

Hotfix 22.17.3

  • Fixed the Stug blowing up in your face when it is used with Mirage’s Hall of Mirrors.

Update 18.8

  • Tweaked the Stug and Simulor projectiles to properly appear stacked instead of hovering over each other. This also improves the projectiles landing position on objects.
Update 11.5
  • Introduced.
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