The Staticor is a set of Corpus gauntlets firing fast-moving energy bolts when uncharged which explode upon hitting a surface, an enemy or after some time, dealing
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[]
- This weapon deals
Radiation damage.
- Uncharged shot explode in a 2.4 meter radius on impact with a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Shots can be charged for a cost of 5 ammo by holding down the primary fire button, increasing the explosion radius to 9.6 meters damage by 20%.
- Holding a fully-charged shot will consume 1 ammo per second.
- While charging a shot, coming into direct contact with an enemy will discharge the shot, that functions like a normal shot while also applying a knockdown; 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.
- Can benefit from
Fulmination (
Primed).
Advantages over other Secondary weapons (excluding modular weapons):
- Above average critical multiplier.
- Very high status chance. Innate
Radiation confuses enemies and makes them indiscriminately attack each other.
- Ammo efficient.
- Uncharged Projectile (wiki attack index 1)
- High magazine (48)
- High ammo max (288)
- Above average status chance (28.00%)
- Above average crit multiplier (2.20x)
- Uncharged Explosion (wiki attack index 2)
- High magazine (48)
- Above average fire rate (3.50 attacks/sec)
- High ammo max (288)
- Above average status chance (28.00%)
- Fully Charged Projectile (wiki attack index 3)
- High magazine (48)
- High ammo max (288)
- Fully Charged Explosion (wiki attack index 4)
- Above average reload speed (1.50 s)
- Above average magazine (48)
- Above average ammo max (288)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Uncharged projectiles have significant travel time, and has a limited max range of 75 meters. The range of the shots can be increased with Projectile Speed mods however.
- All explosions inflicts self-stagger
- All explosions have a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from:
- 100% to 70% from central impact on uncharged shots.
- 100% to 10% from central impact on fully charged shots.
- Uncharged Projectile (wiki attack index 1)
- Below average crit chance (14.00%)
- Below average total damage (44)
- Below average fire rate (3.50 attacks/sec)
- Low disposition (●●●○○ (0.90x))
- Uncharged Explosion (wiki attack index 2)
- Below average active falloff slope (8.0m/%)
- Very low crit chance (0.00%)
- Very low maximum falloff distance (2.4 m)
- Below average total damage (88)
- Low disposition (●●●○○ (0.90x))
- Very low crit multiplier (1.00x)
- Fully Charged Projectile (wiki attack index 3)
- Low crit chance (14.00%)
- Low total damage (44)
- Below average disposition (●●●○○ (0.90x))
- Fully Charged Explosion (wiki attack index 4)
- Very low crit chance (14.00%)
- Below average disposition (●●●○○ (0.90x))
- Low crit multiplier (2.20x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Staticor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 10 |
![]() 6,000 |
![]() 9,000 |
![]() 3 |
Time: 1 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research![]() | |||||
![]() 7,500 |
![]() 30 |
![]() 800 |
![]() 750 |
![]() 1 |
Time: 3 Day(s) |
Prereq: Amprex | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[]
- The Staticor's combat animation set is similar to those of thrown weapons such as the
Kunai.
- 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[]
- Due to the weapon's Projectile Speed, consider aiming at a nearby surface rather than an enemy directly.
Lethal Momentum would help to counteract the Staticor's slow Projectile Speed. Use in conjunction with the
Jet Stream augment to further increase Projectile Speed.
- Charged shots can be controlled with
Navigator, increasing their velocity and granting bonus damage.
- (
Primed)
Fulmination 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.
Magnum 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.
Trivia[]
- Not only is the Staticor similar in function to the
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
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, after the
Amprex.
- The Corpus writing (
) 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 damage.
Bugs[]
- 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.
- The explosion appears much smaller that its real area of effect.
Media[]
Patch History[]
Update 38.0 (2024-12-13)
- Fixed Staticor not consuming/requiring ammo.
- In Hotfix 37.0.4, we had to make the following changes to the Staticor as a temporary fix, but these have now been reverted and we’ve restored Staticor to its intended state.
- Staticor will consume ammo when firing rather than when charging.
- Staticor will not consume ammo while holding a full charge.
- You may see Staticor consume more than 1 round of ammo even if you tap quickly.
- In Hotfix 37.0.4, we had to make the following changes to the Staticor as a temporary fix, but these have now been reverted and we’ve restored Staticor to its intended state.
Hotfix 37.0.4 (2024-10-10)
- Fixes toward the Staticor not consuming/requiring ammo.
- Note: While we fixed the issue of it not consuming ammo, we need to wait for the 1999 Update to make a full and permanent fix since it requires code (more information on that here). For the time being we have made the following changes as a temporary fix. These will be reverted with the 1999 update to restore Staticor to its intended state.
- Staticor will consume ammo when firing rather than when charging.
- Staticor will not consume ammo while holding a full charge.
- You may see Staticor consume more than 1 round of ammo even if you tap quickly.
- Note: While we fixed the issue of it not consuming ammo, we need to wait for the 1999 Update to make a full and permanent fix since it requires code (more information on that here). For the time being we have made the following changes as a temporary fix. These will be reverted with the 1999 update to restore Staticor to its intended state.
Update 33.0 (2023-04-26)
- Fixed only firing the Staticor with one hand as opposed to the intentional two hands.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Secondary Weapon Ammo Pick Up Overrides
20 Ammo per Pick Up:
- Staticor
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Staticor: 30% / Alt Fire 90%
Update 27.2 (2020-03-05)
- 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 (2020-01-11)
- Fixed seeing a distorted flat circle on the Staticor explosion (and radiation areas).
Update 24.6 (2019-04-04)
- Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor that was causing crashes.
Hotfix 24.2.4 (2018-12-19)
- Removed the self-damage from the Staticor Charged Shot.
Update 24.2 (2018-12-18)
- 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 (2018-10-12)
- Increased Staticor's charged shot AoE size from 2m to 8m and is no longer affected by charge level.
Update 22.12 (2018-02-09)
- 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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