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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 IconCorpusOn Corpus that incorporates SentientFactionIcon Sentient technology in its design. It fires bouncing homing projectiles that deal DmgGasSmall64 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 DmgGasSmall64 Gas damage and the homing and bouncing properties.

Characteristics[]

  • This weapon deals primarily DmgImpactSmall64 Impact on its Primary Fire and DmgSlashSmall64 Slash damage on its Alternate Fire.
  • Primary Fire launches homing projectiles.
    • High DmgImpactSmall64 Impact damage – effective against Grineer.
    • Innate DmgGasSmall64 Gas damage – effective against Deimos Infested.
    • Homes in on enemies within 15°.
    • 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.
      • Initial hit and explosion apply status separately.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • Explosion can benefit from Mod TT 20px Fulmination (Mod TT 20px Primed).
      • Homing ability of projectiles is hampered by a wide arc, and can often ignore close-range enemies unless aimed point-blank.
  • Alternate Fire unleashes all remaining rounds in the magazine as a single full-automatic burst with increased fire rate.

Advantages over other Secondary weapons (excluding modular weapons):

  • Projectile Impact (wiki attack index 1)
    • Above average ammo max (210)
    • High status chance (32.00%)
  • Projectile Explosion (wiki attack index 2)
    • High fire rate (4.67 attacks/sec)
    • Above average ammo max (210)
    • High status chance (32.00%)
  • Burst Mode (wiki attack index 3)
    • No numerical advantages.

Disadvantages over other Secondary weapons (excluding modular weapons):

  • Primary Fire:
    • Explosion inflicts self-stagger.
    • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Explosion has linear Damage Falloff from 100% to 80% from central impact.
  • Low magazine size for its fire rate; requires frequent reloading.
  • Projectiles have travel time.
  • Second lowest critical multiplier of all secondaries, after uncharged Epitaph Epitaph.
  • Extremely low accuracy, although mitigated by its homing capabilities.
  • Projectile Impact (wiki attack index 1)
    • Low crit chance (8.00%)
    • Low reload speed (2.20 s)
    • Below average magazine (11)
    • Low disposition (●●●○○ (1.00x))
    • Very low crit multiplier (1.40x)
  • Projectile Explosion (wiki attack index 2)
    • Very low active falloff slope (3.5m/%)
    • Low crit chance (8.00%)
    • Very low maximum falloff distance (0.7 m)
    • Low reload speed (2.20 s)
    • Very low total damage (41)
    • Low disposition (●●●○○ (1.00x))
    • Very low crit multiplier (1.40x)
  • Burst Mode (wiki attack index 3)
    • Low crit chance (8.00%)
    • Low reload speed (2.20 s)
    • Low total damage (72)
    • Very low crit multiplier (1.40x)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Acquisition[]

The Cyanex's blueprint can be researched from the Energy Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Fieldron Fieldron
5
NanoSpores Nano Spores
8,750
Hexenon Hexenon
250
Forma Forma
1
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
7,500
FieldronSample Fieldron Sample
30
Plastids Plastids
300
Salvage Salvage
2,250
ControlModule Control Module
10
Time: 3 Day(s)
Prereq: Spectra
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • The Alternate Fire of the Cyanex will eject all of the remaining ammunition in the magazine in a single burst.
    • Base effective fire rate is 12.5 rounds per second.
    • If buffed with unlimited ammo such as from the Reactant Buff, the weapon will only fire its current magazine amount at a time, with small delays between each trigger pull.

Known Bugs[]

  • Mod TT 20px Galvanized Shot is multiplicative to base damage sources on direct hits in both firing modes.

Tips[]

  • 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 Quickdraw and Mod TT 20px Stunning Speed.
  • Equipping a Riven mod with a negative Projectile Speed stat greatly improves the gun's tracking capabilities.

Trivia[]

  • The weapon's name is very likely derived from Cyanide, a highly toxic chemical compound.
  • The Cyanex and Komorex 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.
  • Incidentally, Cyanex is also brand name for a collection of chemicals used in extracting various metals such as Ni, Co, Mo and Li.

Media[]


Patch History[]

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:

  • Cyanex
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.

Update 30.7 (2021-09-08)

  • Fixed the Cyanex causing a parried reaction (knock back) versus certain enemies.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Cyanex: 20%

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:

  • 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 (2019-10-01)

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

Update 25.7 (2019-08-29)

Hotfix 25.0.4 (2019-05-28)

  • Removed self damage from the Cyanex.

Update 25.0 (2019-05-22)

  • Introduced.

Last updated: Update 25.0 (2019-05-22)

See also[]

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