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.png 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 Credits64.png5,000

Characteristics[edit | edit source]

This weapon deals Corrosive b.png Corrosive damage.


  • Innate Corrosive b.png 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.png 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 20px.pngFulmination (Mod TT 20px.pngPrimed).
  • Innate Vazarin Pol.svg polarity.


Acquisition[edit | edit source]

The Stug's blueprint can be purchased from the Market.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64.png 25
MarketIcon.png Market Price: Platinum64.png 120 Blueprint2.svg Blueprints Price:Credits64.png20,000

Notes[edit | edit source]

  • 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 20px.pngBarrel 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.png 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.

Tips[edit | edit source]

  • Stug explosions can deal headshot damage when triggered above their targets, this also includes the blobs themselves hitting heads.
  • Mod TT 20px.pngBarrel Diffusion and Mod TT 20px.pngLethal 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 20px.pngFulmination 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 staggers the user.
    • This is especially true if a player utilizes Mod TT 20px.pngFulmination to rack up its AoE potential.
  • The Stug can have three unique combination elementals, with Corrosive already provided, allowing Pathogen Rounds and Mod TT 20px.pngConvulsion 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.svg polarity can somewhat limit elemental modding potential unless building for Magnetic b.png Magnetic, Blast b.png Blast or Viral b.png 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.png Corrosive, the stug can be made to deal Radiation b.png Radiation and Viral b.png Viral, along with the innate Corrosive b.png Corrosive, to make it deadly against the Grineer, attacking all armor types and health.

Trivia[edit | edit source]

  • The Stug is the third of four very large secondary weapons, the first two being the Acrid2.png Acrid, the DEBallistica.png Ballistica and the Sepulcrum
  • "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.png 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.

Media[edit | edit source]

Patch History[edit | edit source]

Update 28.3

  • Fixed the Stug’s alt-fire doing self-damage.

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 24.5.6

  • Fixed the camera momentarily being jerked forward when shooting the Stug at certain angles.

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.

Hotfix 18.6.3

  • Fixed an issue causing the Stug’s alt-fire to continually repeat the Stug’s firing audio FX.

Update 18.6

  • Fixed Angstrum, Opticor and Stug displaying incorrect noise levels in the Arsenal.

Hotfix 18.4.10

  • Fixed the Stug occasionally firing in the wrong direction, too far off to the side.

Hotfix 18.4.7

Hotfix 17.5.4

  • Fixed the Stug primary fire shooting continuously and not using ammo.
  • Fixed uncharged Stug shots doing the same damage as fully charged when upgraded with multishot mods.

Update 17.2.4

  • Fixed the Stug being unable to destroy cylinders on Sabotage targets.
  • Fixed the Stug having no Magazine stat in the Arsenal.

Hotfix 14.0.5

  • Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.

Update 13.1

  • Fixed an issue with players other than the owner of the weapon not properly hearing partially charged Stug shots.

Hotfix 13.0.4

  • Tweaked the sound radius of the Stug.

Update 13.0

  • Improved the performance of the Stug.

Hotfix 11.5.3

  • Fixed infinite Ammo exploit with Stug.

Hotfix 11.5.2

  • Sound tweaks to Stug explosions.

Update 11.5

  • Introduced.
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