Understand Self Destruct
Useful when…
- Add a nearby Blast Damage and knockdown effect when a Sentinel is incapacitated.
- Rank it when a larger damage radius is useful for the situations in which the Sentinel goes down.
Trigger and effect
This Rare standard Sentinel mod has Madurai polarity, maximum rank 5, and base drain 2. It triggers when the Sentinel is incapacitated. At rank 0 it deals 100 Blast Damage in a 3 m radius and knocks down nearby enemies; rank 3 lists 400 damage in 12 m; rank 5 lists 600 damage in 18 m.
Rank investment
The listed steps cost 30 Endo and 1,449 Credits from rank 0 to 1; 120 Endo and 5,796 Credits from rank 2 to 3; and 480 Endo and 23,184 Credits from rank 4 to 5. Higher ranks expand both damage and radius. Since the trigger is Sentinel incapacitation, invest according to how much you value that occasional response, not as a substitute for a continuously active attack precept.
Other Sentinel functions
Assault Mode directs a Sentinel to attack the first visible enemy within 30 m. Fired Up adds Heat Damage to a weapon per hit and resets after five seconds without hits. Odomedic restores Health after wall-running distance. These provide active offense, weapon support, and conditional recovery respectively, unlike Self Destruct's incapacitation trigger.
Limitations and tradeoffs
- It only activates when the Sentinel is incapacitated.
- The radius and damage are limited at low ranks; the final ranks cost substantially more Endo and Credits.
- It does not provide the continuous attack behavior of an attack precept.
Common mistakes to avoid
- Expecting an explosion while the Sentinel remains active.
- Treating the explosion as a reliable primary damage source.
- Confusing Self Destruct with a precept that makes the Sentinel attack continually.






