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Powered by a bio-chemical reaction, the infested Synapse rifle fries its targets with a steady stream of Corrosive energy.

The Synapse is an Infestation b.svg Infested bio-weapon similar to the ChainLightningGunEdit.png Amprex that shoots a DmgCorrosiveSmall64.png Corrosive stream. It is only available through Bio Lab Research in the Dojo.

The Synapse can be sold for Credits64.png 7,500.

Manufacturing Requirements
Credits64.png
30,000
Mutagen Mass.png
5
Salvage.png
30,000
Circuits.png
3,500
Forma2.png
2
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:Credits64.png50,000
Bio Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
MutagenSample.png
65
Circuits.png
800
NanoSpores.png
3,000
PolymerBundle.png
1,200
Time: 72 hrs
Prereq: Embolist
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[]

This weapon deals DmgCorrosiveSmall64.png Corrosive damage.

Advantages:

Disadvantages:

  • Innate DmgCorrosiveSmall64.png Corrosive damage – less effective against shields.
  • Damage ramps up from 30% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 30% over 2 seconds.
  • Limited range of 27 meters.

Weapon Loadouts[]

Main article: Category:Synapse Build

See the user build section for builds using this weapon.

Notes[]

  • Compared to the very similar ChainLightningGunEdit.png Amprex, the Synapse deals significantly more damage due to its innate DmgCorrosiveSmall64.png Corrosive damage allowing for the addition of other secondary elements. However it lacks the property of shots chaining to other enemies, making the Synapse better for single-target damage while the Amprex excels at crowd control.

Trivia[]

  • Crafting the Synapse initially required 11 Mutagen Masses and 3 Forma before being announced as a mistake, reducing it down to 5 and 2 respectively.
  • The tendrils at the front end of the Synapse move, retracting and enclosing the muzzle upon holstering the rifle. This suggests the weapon is a living organism.
  • A Synapse is a nervous system structure that acts as a 'gate' between neurons, allowing electrical signals to be passed between nerve cells. Synapses help form the electrical pathways of the nervous system.
  • This weapon seems to be based on the Electric Crawler as it uses a similar lighting attack.

Media[]

 

Patch History[]

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Increased Range from 20m to 27m.
  • Increased Damage from 18 to 20.
  • Synapse damage reduced from 19 to 18 in Conclave.
  • Synapse magazine capacity reduced from 30 to 25 in Conclave.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 6 to 11.
  • Damage type changed from Electricity to Corrosive.
  • Damage increased from 12.5 Corrosive per sec 18 Corrosive per tick.
  • Fire Rate increased from 10 to 12.
  • Status Chance increased from 10% per sec to 13% per tick of damage.
  • Critical chance decreased from 50% to 39%.
  • Critical Damage increased from 2.0x to 2.7x.
  • Range increased from 18m to 20m.
  • Magazine size decreased from 100 to 70.
  • Max ammo increased from 540 to 560.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  • Added innate 20% damage on headshots.
  • Aimed Zoom reduced from 2.23x to 1.5x.
  • Tweaked the Synapse beam to better represent it’s Corrosive Damage.

Update 19.5 (2016-12-22)

  • Synapse magazine size reduced from 100 to 35 in Conclave.

Hotfix: The Index Preview 4 (2016-10-25)

  • Properly enabled Synapse for Conclave.

Update: The Index Preview (2016-10-20)

  • The Synapse can now be used in Conclave!

Update 12.3 (2014-02-27)

  • Weapon conclave tweaks - increased the ratings on the Synapse.

Update 12.0 (2014-02-05)

  • Fixed beam FX registration for Synapse.

Update 11.6 (2014-01-08)

  • Changed logic that determines visual representation of damage mods on continuous-fire weapons (eg: Synapse).
    The frequency of damage numbers used to be limited by using a minimum damage threshold. Since damage mods increase the rate at which damage accumulates, this would cause damage to be inflicted more often though each damage event would not necessarily be larger. This led to people thinking the mods did nothing because they didn't notice the increased rate at which numbers would appear (an easy mistake for low level damage mods). Similarly, headshots would make numbers appear more often but not necessarily create bigger numbers.
    Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster).

Hotfix 11.3.3 (2013-12-13)

  • Fixed in-game stats for weapons that fire continuously (Synapse etc). Made fire-rate mods actually increase damage output and ammo consumption rate for these weapons (not only is this intuitively what you would expect it's important to maintain the balance for corrupted mods like Mod TT 20px.png Critical Delay).

Update 10.1 (2013-09-20)

  • Synapse crafting cost reduced from 11 Mutagen to 5 and 3 Forma to 2.

Update 10.0 (2013-09-13)

  • Introduced.
Last updated: Hotfix 22.20.8 (2018-06-05)

See Also[]

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