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Update 27.4 (2020-05-01) buffs and changes

Creates miniature gravitational singularities that can be used for scientific study or self-defense.

The Simulor is a Cephalon weapon that launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions, where stacking multiple orbs creates a vortex. Orbs can be manually detonated with Alternative Fire.


  • This weapon deals DmgMagneticSmall64.png Magnetic damage, and shooting through orbs grants bonus DmgElectricitySmall64.png Electricity damage.
  • This weapon fires bouncing orbs that can merge for explosive damage, and will expire after 20 seconds.
  • Merging increases the damage of subsequent explosions.
  • Merging three orbs creates a singularity that deals damage over time and pulls items.
  • Alternative fire detonates the orbs.
  • Expired or detonated orbs explode, dealing damage.
  • Shots through the orb deal increased DmgElectricitySmall64.png Electricity damage with increased critical chance and critical multiplier Firing through more than one orb will accumulate some of these effects.


  • High status chance.
  • The orbs can be used as a damage buffer by shooting through them.
  • Detonation nature of the weapon allows for setting up traps for your enemies.


  • Slow reload speed.
  • Low critical chance.
  • Direct impacts with the orbs with enemies do not deal any damage, and must be combined at least once to deal any damage.
  • Explosion inflicts self-stagger.
  • Extremely ammo inefficient; requires just 6 reloads to fully deplete all ammo reserves.



The Simulor's blueprint can be purchased from Cephalon Simaris for ReputationBlackx64.png 75,000.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 210 Blueprint2.svg Blueprints Price:ReputationBlackx64.png75,000

This weapon can be sold for Credits64.png 7,500.


  • Only 4 separate orbs may be deployed at one time, including singularities.
  • Orbs fired will harmlessly bounce off of enemies, allies, and terrain before floating to a stop mid-air. Each orb has a short pull radius that will attract other orbs.
    • Orbs will merge on contact, growing larger and producing an explosion with a guaranteed DmgMagneticSmall64.png Magnetic proc. The pull radius also increases on merge.
    • Merging will increase the damage dealt by the recipient orb, both when merging and on manual detonation.
    • Without obstructions, the orbs will travel a distance of 12 meters before floating. Bouncing halves their velocity and potential distance.
    • Energy orb travel distance is affected by projectile speed.
    • Merged orbs will expire after 20 seconds. Merging orbs will reset the timer.
    • Alternative Fire will detonate all active orbs.
  • Orbs will explode on detonation or expiration, inflicting a guaranteed DmgElectricitySmall64.png Electricity status proc.
    • Explosion has linear damage falloff from 100% to 40% from central impact.
  • Stacking 3 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with no status chance.
    • Max number of active vortexes is 3. When the maximum vortex count is reached, Simulor will default to single-shot orbs with reduced lifetime.
    • Singularities will block enemy fire that crosses through the center.
    • The singularity will also pull any pickups and corpses toward it.
  • Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
    • Shots fired through the orb deal 66%n (with n being the number of orbs the shot passes through) of their base damage, reducing damage.
    • Firing through an unstacked orb will grant +100% DmgElectricitySmall64.png Electricity damage, a double-stacked orb will grant +300% DmgElectricitySmall64.png Electricity damage, a triple stacked orb will grant +400% DmgElectricitySmall64.png Electricity damage, and a fully stacked orb will grant +500% DmgElectricitySmall64.png Electricity damage. Buff stacks with multiple orbs.
    • Shots fired through orbs will gain additional +25% × n flat critical chance, unaffected by critical chance mods (with n being the number of orbs the shot passes through).
    • Shots fired through the orb will also receive a 25% increase to critical damage, additive to critical damage mods. This applies only once.
  • Merging will increase the damage dealt by the recipient orb, both when merging and on manual detonation. The minimum base damage starts at 50 on the first stack, and maxes out at 150?Confirmation needed after 4 stacks.
  • Energy orb travel distance is affected by abilities that influence Projectile Speed, such as ZephyrIcon272.png Zephyr's Mod TT 20px.png Jet Stream augment. Faster Projectile Speed will result in a longer travel distance before stopping.
  • Multishot will create duplicate orbs, however, due to the Simulor's perfect accuracy the second orb will be merged with the original orb.
  • Punch Through mods will make the orbs penetrate through enemies and objects within their listed depth. If the object is thicker than the punch through's depth, the orbs will simply bounce off the object on contact.
  • The electricity damage gained from shooting through an orb does not merge with other elements.
  • VoltIcon272.png Volt's ElectricShield130xDark.png Electric Shield does not not stack with the critical damage buff of shooting through an orb. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.


  • Increasing projectile travel distance using Mod TT 20px.png Jet Stream can be used to shoot orbs further out, allowing singularities to be set up at longer distances. This may be counterproductive however, as it causes singularities to become increasingly less controllable, potentially overshooting their intended targets or bouncing out of reach. Depending on how the Simulor is intended to be used, consider using Mod TT 20px.png Overextended to adjust Jet Stream's Projectile Speed bonus to a manageable level.
  • Combining projectiles have a larger blast radius (~5m vs ~7m) and deal significantly more damage (~60 vs ~170) than detonating orbs, making orb combination a primary source of damage.
  • Detonating orbs manually can be used for crowd control, as their guaranteed DmgElectricitySmall64.png Electricity status can stun enemies even if they don't deal enough damage to kill them.
  • When used in tandem with HallOfMirrors130xDark.png Hall Of Mirrors, projectiles fired by holograms can combine with each other and the original projectile from MirageIcon272.png Mirage. When the ability is fully ranked, three projectiles are fired at once and, provided that they do not bounce off of obstacles, they will often immediately combine to form a singularity and deal the merge damage several times.
    • Attempting to create a second singularity this way usually results in the destruction of the first.
    • Any projectiles that were fired by a hologram will explode when the hologram expires.


  • The Simulor is the first Syndicate weapon to be sold from its affiliated Syndicate with a blueprint, not the weapon itself. Second being Heliocor.png Heliocor.
    • It is the first primary Syndicate weapon to be released.
    • It is also the first weapon to be released for Cephalon Simaris.
    • It is also the only Syndicate weapon that may be purchased from the Market for Platinum.
    • It is also the first Syndicate weapon to be improved by another Syndicate, resulting in the SynoidSimulor.png Synoid Simulor.
  • Being a weapon created by Cephalons, the Simulor has a similar design aesthetic to the Gammacor.png Gammacor, with both being research devices that also double as weapons.


Simulor Skins Edit

Patch History[]

Update 31.2.1 (2022-03-18)

  • Fixed the Simulor missing its Critical Chance/Damage and Status Chance stats in the Arsenal.

Hotfix 27.4.1 (2020-05-01)

  • Returned Simulor vortex lifetime to 5 second duration in Conclave.

Update 27.4 (2020-05-01)

  • We have made the following changes to the Simulor:
    • Increased per stack damage for stacked orbs:
      • Simulor: 20 to 50
    • Increased damage of exploding vortexes:
      • Simulor: 75 to 100
  • Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
  • Reduced the lifetime duration of a single Orb before it explodes.
    • This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly.
    • Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4.
  • Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
    • With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes.
    • Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs - with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!
  • Removed the initial stagger on enemies that would occur on vortex creation.
    • We removed this effect so that enemies aren’t pushed out of range of the vortex as much.
  • Updated Simulor's FX!

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

  • Simulor: 60%

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:

  • Simulor

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
  • Simulor: 1->1.1

Hotfix 25.0.8 (2019-05-31)

  • Fixed the Simulor Energy color persisting as default.

Hotfix 24.2.5 (2018-12-20)

  • Terminal Velocity Mods can now be equipped.
  • Firestorm mod bug, not equippable.

Update 24.2 (2018-12-18)

  • Simulor series changes:
    • Changed from semi-auto to automatic.
    • Added a small amount of recoil for feedback when firing.
    • Now has proper accuracy stats so mods will effect it.
    • Firestorm and Terminal Velocity Mods can now be equipped.
    • Reduced Aim Zoom from 2.23 to 1.6x.
    • Damage-over-time damage is now affected by damage mods.
    • Updated the overall FX.
  • Simulor
    • Fire Rate increased from 2 to 3.
    • Ammo capacity increased from 60 to 72.
    • Clip size decreased from 10 to 8.

Update 18.8 (2016-04-06)

  • Tweaked the Stug and Simulor projectiles to properly appear stacked instead of hovering over each other. This also improves the projectiles landing position on objects.

Update 16.10 (2015-06-25)

  • Introduced.

See Also[]