Cephalon Suda's custom issue Synoid Simulor was built to satisfy her curiosity.

The Synoid Simulor is a Cephalon Suda-specific version of the CephPrimary.pngSimulor, which launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions. Featuring improved stats, the Synoid Simulor also features an innate Entropy effect.

Characteristics[edit | edit source]

This weapon deals DmgMagneticSmall64.pngMagnetic damage.


  • Innate DmgMagneticSmall64.pngMagnetic damage – effective against Shielded and Proto Shields.
    • Stacking orbs deals per stack damage of 125 DmgMagneticSmall64.pngMagnetic, increasing to 175 DmgMagneticSmall64.pngMagnetic as additional stacks are added.
      • Each time an orb is combined it deals area of effect damage to enemies in the blast zone.
  • Orbs explode with 8-meter area of effect with a guaranteed DmgElectricitySmall64.pngElectricity proc, dealing 240 DmgElectricitySmall64.pngElectricity damage at base and 960 DmgElectricitySmall64.pngElectricity at a full stack.
    • Orbs can be manually detonated.
    • Single orbs explode almost immediately after stopping. Combined orbs (2-3 stacks) and singularities (4 stacks) last for 20 seconds before exploding. Manual detonation causes all orbs and singularities to explode immediately.
    • The forced proc will be electricity regardless of the elemental mods on the weapon. Base damage mods and electricity damage mods will increase the damage, other elemental damage mods do not.
      • Electricity damage mods increase the proc damage even if they are combined with another element on the weapon.
  • Very high status chance.
  • Pinpoint accuracy.
  • Can benefit from Mod TT 20px.pngFirestorm (Mod TT 20px.pngPrimed), Mod TT 20px.pngAmalgam Furax Body Count, and Mod TT 20px.pngCautious Shot.
  • Innate Entropy effect.
  • Innate V, D, and Bar polarities.


  • Innate DmgMagneticSmall64.pngMagnetic damage – less effective against Alloy Armor.
  • Relatively short firing range of 12 meters.
  • Low critical chance.
  • Direct impacts with the orbs to the enemies deal no damage.
    • Combining beyond 4 orbs causes no further increase to detonation damage.
  • Multishot cannot grant the weapon more chances for Status Effect procs, due to the Multishot orb(s) being pre-merged together with the main orb.
  • Extremely ammo inefficient; requires just 5 reloads to fully deplete all ammo reserves.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 40% from central impact.
  • Explosion range cannot be increased with Mod TT 20px.pngAmalgam Furax Body Count.


  • Synoid Simulor, compared to Simulor:
    • Higher base damage (80.0 vs. 50.0)
      • Higher DmgMagneticSmall64.pngMagnetic damage (80.0 vs. 50.0)
    • Higher area attack damage (240.0 vs. 100.0)
    • Higher critical chance (14% vs. 12%)
    • Higher status chance (35% vs. 30%)
    • Higher fire rate (3.33 rounds/sec vs. 3 rounds/sec)
    • Larger magazine (16 rounds vs. 8 rounds)
    • Larger max ammo capacity (96 rounds vs. 72 rounds)
    • Faster reload speed (2 s vs. 3 s)
    • Innate Entropy effect
    • Different polarities (VDBar vs. DBar)
    • Higher Mastery Rank required (12 vs. 5)
    • Lower disposition (1.15 vs. 1.2)

Acquisition[edit | edit source]

  • The Synoid Simulor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending ReputationLargeBlack.png125,000 to purchase. As with all Syndicate Weapons, the Synoid Simulor cannot be chosen as the free offering upon ranking up to Genius rank.
  • Syndicate weapons can also be acquired via Trading, but only for unranked copies without Forma and Orokin Catalyst installed.
  • Players must have a Mastery Rank of at least 12 to acquire the Synoid Simulor, either through trading or through the Syndicates themselves.

Notes[edit | edit source]

  • The Synoid Simulor fires small orbs of energy that will harmlessly bounce off enemies, allies, and environmental objects before floating to a stop mid-air and exploding after a second. These floating orbs can be fired at each other, causing them to merge into a single larger orb with a much longer fuse. Each orb has a short pull radius that will attract any passing orbs to facilitate growth.
    • Without obstructions or other orbs, the orbs will travel a relatively short distance before floating.
    • The act of merging orbs will cause them to explosively deal damage with a chance to crit and/or proc, as well as staggering enemies away from the blast zone.
      • Mod TT 20px.pngSplit Chamber will create duplicate orbs, however, due to the Synoid Simulor's perfect accuracy, the second orb will already be merged with the original orb and will not create an instant explosion on firing.
    • Each added orb stack (up to 4) will also increase the orb's pull radius, allowing the larger orbs to pull other orbs from farther away.
  • After stacking 4 orbs together, a gravity singularity will be created that will deal damage-over-time to enemies that pass through its area-of-effect. It will also pull any pickups and corpses toward it.
    • The singularity will block any enemy fire that crosses through its center. However, this has no effect on its damage or duration.
    • The damage-over-time ticks cannot produce Status effects or Critical hits.
  • Pressing the secondary fire button (default MMB ) will detonate any active orbs and singularities, causing them explode and forcibly apply anDmgElectricitySmall64.pngElectricity proc to enemies in range. Any orbs that expire will also explode in the same fashion.
    • The DmgElectricitySmall64.pngElectricity status proc is independent and is not affected by any other elements added to the weapon.
    • Any orbs merging into the same stack after the first 4 orbs will not cause any additional damage when the secondary explosion is triggered.
  • Each combined orb or singularity will float in mid-air for 20 seconds. Stacking orbs will reset the timer on the recipient orb, thus the duration of the orbs can be extended up to a total of 3 times. Orbs will only explode if their timer expires, or if they are manually detonated using secondary fire.
    • The duration of the singularities (4 stacks) cannot be extended.
  • Punch through mods 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.
  • 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 an unstacked orb will grant +100% DmgElectricitySmall64.pngElectricity damage, a double-stacked orb will grant +300% DmgElectricitySmall64.pngElectricity damage, a triple stacked orb will grant +400% DmgElectricitySmall64.pngElectricity damage, and a fully stacked orb will grant +500% DmgElectricitySmall64.pngElectricity damage.
      • Buff stacks with multiple orbs.
      • Electricity granted by shooting through orb will not fuse with other elements.
    • 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 will not apply more than once with multiple orbs.
    • VoltIcon272.pngVolt's ElectricShield130xDark.pngElectric Shield does not not stack with the critical damage buff. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.
    • Shots fired through the orb deal 66%n (with n being the number of orbs the shot passes through) of their base damage, effectively reducing damage.

Tips[edit | edit source]

  • Increasing projectile travel distance using Mod TT 20px.pngJet 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 Synoid Simulor is intended to be used, consider using Mod TT 20px.pngOverextended to adjust Jet Stream's Projectile Speed bonus to a manageable level.
  • Utilizing gravitational singularities (4 stacks and not going over), will deal more damage overall than detonating individual orbs.
  • Detonating orbs manually can be used for crowd control, as their guaranteed DmgElectricitySmall64.pngElectricity status can stun enemies even if they don't deal enough damage to kill them.
  • Adding Multishot above 100% is unadvised, unless 300% Multishot can be reached. This is because having anywhere between 100-200% Multishot, will still require that 2 shots be fired in order to gain 4 stacks and form a singularity. This wastes the additional 3rd pre-merged orb generated from the Multishot, unless the orbs are detonated individually after every shot without merging into a singularity.
  • When used in tandem with HallOfMirrors130xDark.pngHall Of Mirrors, projectiles fired by holograms can combine with each other and the original projectile from MirageIcon272.pngMirage. 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.

Trivia[edit | edit source]

  • Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the SynoidGammacor.pngSynoid Gammacor, with both being research devices that also double as weapons.
  • The Synoid version replaces the holographic orb formed in its center with the Cephalon Suda emblem.
  • The word 'Synoid' is likely a corruption of the word 'synod', which is an assembly of the clergy under a church, a reference to the word 'synapse', a biological term defining the gap between two neurons, or a shortening of 'sinusoid', an important concept in mathematics and science referring to a shape like a sine-wave.

Media[edit | edit source]

Synoid Simulor Skins Edit

Patch History[edit | edit source]

Update 27.4

  • We have made the following changes to the Simulor:
    • Increased per stack damage for stacked orbs:
      • Synoid Simulor: 20 to 80
    • Increased damage of exploding vortexes:
      • Synoid Simulor: 75 to 240
  • 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
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Synoid Simulor: 60%

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:

  • Synoid 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

October 2019 Riven Disposition Change
  • Simulor: 1->1.1

Update 24.2

  • 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.
  • Synoid Simulor
    • Fire Rate increased from 2.67 to 3.33.
    • Ammo capacity increased from 75 to 96.
    • Clip size increased from 15 to 16.
    • Critical Chance increased from 5% to 14%.

Update 20.0

  • The Status Chance increased to 35%
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 4.
  • A critical chance of 5% has been added.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-8 meters.
  • The Explosion Damage has increased from 50 per orb to 75 (300 at full stack).
  • On an orb stacking event (when orbs combine), damage range decreased to 1-8 from 3-8
  • On an orb stacking event, damage decreased from 150-250 to 20-50
  • The Synoid Simulor has had its max Ammo Capacity reduced to 75.

Hotfix 19.5.4

  • Reduced volume and cleaned up audio of Synoid Simulor when being used by other players.

Update 18.8

  • 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 17.3

  • Introduced

See Also[edit | edit source]

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