Brain-strikes excite this bioweapon, causing it to rapidly release toxic munitions.

The Dual Toxocyst is a pair of Infestation bInfested sidearms oriented towards Puncture b Puncture damage. Successfully achieving a headshot with this weapon temporarily grants it increased fire rate, additional Toxin b Toxin damage, reduced recoil and unlimited ammo. The buff also refreshes with subsequent headshots. However, its initial recoil is very high and initial fire rate is very slow.

This weapon can be sold for Credits647,500.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 175 Blueprint2 Blueprints Price:Credits6415,000
Bio Lab Research ClanAffinity64 3,000
Time: 72 hrs
Prereq: Acrid
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


This weapon deals primarily Puncture b Puncture damage.


  • High Puncture b Puncture damage – effective against armor.
  • Very high status chance.
  • Very good ammunition efficiency.
  • Landing a successful headshot grants the "Frenzy" buff, increasing fire rate, grants unlimited ammo, reduces recoil, and applies Toxin b Toxin damage. Buff lasts 3 seconds and can be refreshed on subsequent headshots.
  • Innate Madurai Pol and Naramon Pol polarities.



  • Upon headshots, the Dual Toxocyst gains the "Frenzy" buff which is a 150% increase in fire rate, a significant reduction in recoil, and doesn't consume ammo while firing for 3 seconds. It also gains a bonus 100% of its base damage as Toxin b Toxin damage for the duration of the buff.
    • "Upon headshots" specifically means headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar130xDark Sonar or Mod TT 20pxDetect Vulnerability in places other than heads will have no effect either.
    • Headshots on corpses will not grant the buff.
    • The fire rate bonus stacks multiplicatively after any equipped fire rate mods or fire rate bonuses. This can also be considered as applying to the base fire rate first before any additions.
    • The bonus Toxin b Toxin damage can combine with other elemental mods equipped on the weapon, ex. having Mod TT 20pxHeated Charge or Mod TT 20pxScorch equipped will make the Dual Toxocyst deal Gas b Gas upon activating the buff.
    • If the Dual Toxocyst is modded with a combined element such as Corrosive, the bonus toxin damage will be added to that element's damage.
    • If the bonus is triggered or if it disappears, this weapon makes a noise that will alert nearby enemies. This noise cannot be reduced with Mod TT 20pxSuppress or Mod TT 20pxHushed Invisibility.
    • Triggering the buff with the last bullet of the magazine does not require the user to reload the weapon before shooting again because it stops consuming ammo, and therefore is an effective candidate for Mod TT 20pxSynth Charge.
    • The bonus Toxin b Toxin damage is applied toward the "Toxin Mod Multiplier" for Toxin b Toxin damage-over-time, as opposed to the base damage of the weapon where both initial damage and damage-over-time would simply double.
      View Status Proc Math List

A toxin mod multiplier determines Toxin b Toxin proc damage per tick by Base Damage × (Toxin Mod Multiplier ÷ 2). For example, with Mod TT 20pxHornet Strike, Mod TT 20pxPathogen Rounds, Mod TT 20pxPistol Pestilence, Mod TT 20pxExpel Grineer and the +100% "Frenzy" toxin bonus:

Base Damage = 75 × (1 + 2.2) × (1 + 0.3) = 312
Toxin Mod Multiplier = (1 + 0.9 + 0.6 + 1) × (1 + 0.3) = 4.55x
Toxin Damage per tick = 312 × (4.55 ÷ 2) = 709.8


  • The headshot buff can completely counter the weapon's low innate fire rate and max ammo capacity.
  • Use of the increased zoom module Mod TT 20pxHawk Eye can make gaining the headshot buff easier, thus significantly increasing the weapon's damage outputs and versatility.
  • While under the effects of the triggered buff, the fast fire rate and unlimited ammo, combined with the low critical chance and average critical multiplier make rapid fire bodyshots more viable than aimed headshots.
  • Mod TT 20pxHydraulic Crosshairs can be triggered at the same time as the buff, though the low base critical chance makes this mod of limited utility.
  • Installing Mod TT 20pxSteady Hands completely negates recoil while buff is active.


  • The Dual Toxocyst is the first infested dual pistol added to the game.
  • Triggering the innate headshot buff or reloading the weapon will cause the Dual Toxocyst's barrel to open up like jaws, connected by infested tissue between its upper and lower parts.


  • Electric and Gas procs count as a headshot for every tick if they are procced in the head. This will extend Frenzy's duration by 6 seconds before status duration mods while the monster is alive, or when looking away from the enemy, each tick will bank an extra frenzy proc to activate as soon as your current one ends for up to 5 x 3 = 15 extra seconds before status duration bonuses.


  • The Dual Toxocist, shown in the Update 18.5 Teaser
  • 18.5 Hub's Weapon Teaser

Patch HistoryEdit

Update 22.12

  • Mastery Rank increased from 8 to 11.
  • Damage increased from 70 to 75.
  • Status chance increased from 35% to 37%.
  • Frenzy buff on headshot can now be refreshed while it’s active.
  • Frenzy buff duration decreased from 6 to 3 secs.

Update: The Index Preview

  • Changed condition from ‘Headshot’ to ‘On Hit’ for Dual Toxocysts in Conclave.
  • Reduced buff duration of Dual Toxocysts from 6 to 3 seconds in Conclave.

Hotfix 18.10.6

  • Fixed the Dual Toxocyst getting ‘excited’ from Sentinel headshots.

Hotfix 18.8.2

  • Reduced the Dual Toxocyst’s ‘excited’ fire rate from 500% to the intended 150% in Conclave.

Update 18.8

  • Fixed the Dual Toxocyst getting ‘excited’ from elemental status effects.

Hotfix 18.6.2

  • Adjusted the audio FX on the Dual Toxocyst.

Hotfix 18.5.1

  • Adjusted the audio FX of the Dual Toxocyst.

Update 18.5

  • Introduced.

Last updated: Hotfix 22.19.1

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