Sentient tech merges with Corpus design to deliver this lethal sidearm. Fully automatic, it fires ricocheting, homing projectiles that release small clouds of Gas on impact. Alt-fire to release the entire clip without homing as a single burst.

The Cyanex is an Amalgam autopistol produced by the IconCorpusB.svgCorpus that incorporates SentientFactionIcon b.pngSentient technology in its design. It fires bouncing homing projectiles that deal Gas b.png Gas damage, complemented by its high status chance. Its Alternate Fire consumes the remainder of the magazine as a single automatic burst with deadly accuracy and low recoil, but without Gas b.png Gas damage and the homing and bouncing properties. It can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 175 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab Research ClanAffinity64.png 3,000
Time: 72 hrs
Prereq: Spectra
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals primarily Impact b.svg Impact on its Primary Fire, and Slash b.svg Slash damage on its Alternate Fire.


  • Primary Fire launches homing projectiles.
    • High Impact b.svg Impact damage – effective against shields.
    • Innate Gas b.png Gas damage – effective against Infested and Infested Flesh.
    • Homes in on enemies within 15° degrees.
    • Projectiles ricochet once and can bounce off of enemies.
      • This allows one to fire at a wall and kill an enemy behind cover, or kill two enemies with one shot, supplemented by its homing ability.
    • Projectiles explode in 0.7 meter radius on impact with a surface or enemy.
  • Alternate Fire unleashes all remaining rounds in the magazine as a single full-automatic burst with increased fire rate.
  • Very high status chance.
  • Mod TT 20px.pngMagnum Force's accuracy penalty is minimal on this weapon.


  • Primary Fire:
    • No Puncture b.svg Puncture or Slash b.svg Slash damage – less effective against armor and health.
      • Damage cannot be increased with Puncture b.svg Puncture and Slash b.svg Slash mods.
        • The physical contact projectile deals only Impact b.svg Impact damage, while explosion itself deals only Gas b.png Gas damage, therefore the explosion does not benefit from any physical damage mods.
    • Innate Gas b.png Gas damage – less effective against Flesh and Cloned Flesh.
    • Explosion inflicts self-stagger.
    • Explosion has linear damage falloff from 100% to 80% from central impact.
    • Extremely low accuracy, although mitigated by its homing capabilities.
    • Homing ability of projectiles is hampered by a wide arc, and can often ignore close-range enemies unless aimed point-blank.
  • Low magazine size for its fire rate; requires frequent reloading.
  • Projectiles have travel time.
  • Very low critical chance.
  • Lowest critical multiplier of all secondary weapons in the game.
  • Fairly slow reload speed.

Notes[edit | edit source]

  • If punch through is equipped on the weapon, the Primary Fire projectile loses its homing capabilities after punching through an enemy.
  • The Alternate Fire of the Cyanex will eject all of the remaining ammunition in the magazine in a single burst
    • If buffed with unlimited ammo such as from the Reactant Buff, the weapon will only fire its magazine amount at a time, with small delays between each trigger pull.
  • The Impact b.svg Impact component of the Primary Fire's base damage is not considered for the Gas b.png Gas proc damage calculations.

Tips[edit | edit source]

  • Due to the pistol's tendency to run out of ammo very frequently it may be wise to use mods that increase reloading speed, such as Mod TT 20px.pngQuickdraw and Mod TT 20px.pngStunning Speed.
  • Equipping a Riven mod with a negative Projectile Speed stat greatly improves the gun's tracking capabilities.
  • While the damage is fairly low per hit, the Cyanex is ideal for a Mod TT 20px.pngCondition Overload built melee weapon, and most especially the TeshinGlaive.png Orvius as it can suspend an enemy and deal radial damage, which is boosted by the Cyanex's projectiles bouncing between all enemies. While it does not have the benefits of opening enemies up for stealth damage like the Zakti.png Zakti the Cyanex can effectively apply status to much larger groups and in a shorter period, and thus apply more status procs to a group.

Trivia[edit | edit source]

  • The weapon's name is very likely derived from Cyanide, a highly toxic chemical compound.
  • The Cyanex and Komorex.png Komorex are the only two Energy Lab Research weapons with a 12 hour build time.
  • The codex description for the Amalgam Machinist, an enemy that uses this weapon, refers to the Cyanex as a "plasma assault rifle" despite being a pistol.

Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Cyanex: 20%

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 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:

  • Cyanex

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.

Update 25.8

October 2019 Riven Disposition Change
  • Cyanex: 1->0.85

Update 25.7

Hotfix 25.0.4

  • Removed self damage from the Cyanex.

Update 25.0

  • Introduced.

Last updated: Update 25.0

See also[edit | edit source]

  • Komorex.png Komorex, the primary counterpart to this weapon.
  • Akarius.png Akarius, another secondary with homing projectiles.
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