diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm
index 189cb2fd83..ea4ee8f822 100644
--- a/code/game/objects/items/stunbaton.dm
+++ b/code/game/objects/items/stunbaton.dm
@@ -30,6 +30,7 @@
/obj/item/melee/baton/examine(mob/user)
. = ..()
. += "Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds."
+ . += "This knockdown will also put them off balance for [status_duration / 2] seconds, allowing you to shove a weapon out of their hand with a right click in Disarm intent."
/obj/item/melee/baton/get_cell()
. = cell
@@ -221,6 +222,7 @@
if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
L.DefaultCombatKnockdown(50, override_stamdmg = 0)
L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
+ L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration * 0.5) //They're very likely to drop items if shoved briefly after a knockdown.
shoved = TRUE
COOLDOWN_START(src, shove_cooldown, cooldown_duration)
else //If we cannot/don't knock down the target, we apply a stagger, which keeps them from just running off