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

The Synoid Simulor is the Cephalon Suda variant of the Simulor.png Simulor, Featuring overall improved stats, the Synoid Simulor also features an innate Entropy effect.


  • 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.
  • This weapon has an innate Entropy effect.


  • 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.
  • Innate Entropy effect provides additional AoE damage, an energy restore, and an energy increase.
  • Orb Launch
  • Orb Merging Damage
    • Above average effective fire rate
    • High status chance
  • Orb Explosion
    • High effective fire rate
    • Above average damage
    • Above average status chance
    • Above average disposition
  • Singularity
    • Highest effective fire rate


  • 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 5 reloads to fully deplete all ammo reserves.
  • Orb Launch
    • Very low crit chance
    • Below average magazine
    • Below average effective fire rate
    • Low max ammo
    • Very low damage
    • Very low status chance
    • Below average disposition
    • Very low crit multiplier
  • Orb Merging Damage
    • Low crit chance
    • Below average magazine
    • Below average max ammo
    • Below average damage
  • Orb Explosion
    • Below average crit chance
    • Below average magazine
    • Below average max ammo
  • Singularity
    • Very low crit chance
    • Below average max ammo
    • Very low damage
    • Very low status chance
    • Low crit multiplier


  • Synoid Simulor (Orb Explosion), compared to Simulor (Orb Explosion):


  • The Synoid Simulor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending ReputationBlackx64.png 125,000 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.


  • Only 4 orbs can be deployed by one Simulor at a time. It cannot fire more until one expires or is manually detonated using Alternative Fire (Default Mouse3 /R. Thumbstick ).
  • Orb explosions have a guaranteed DmgElectricitySmall64.png Electricity proc. It is affected by electricity mods even if they have combined into other elements like DmgCorrosiveSmall64.png Corrosive
  • Orbs bounce harmlessly off of enemies, allies, and terrain before floating to a stop.
    • Orbs travel 12 meters, affected by Projectile Speed. Bouncing halves their velocity and potential distance.
  • Orbs are attracted to each other for the purpose of stacking them. Stacking orbs increases their attraction.
  • Orbs have 3 states: Unstacked, Partially Stacked, and Fully Stacked.
    • Unstacked orbs are always fired from the Simulor regardless of multishot level.
      • Lifespan of 1 second.
      • Explosion radius of 5 meters +1 meter per multishot (uncapped).
      • Deals 240 / 480 / 720 / 960DmgMagneticSmall64.png Magnetic damage depending on multishot (capped at 960).
      • Explosion has 100% falloff despite the UI listing 60% falloff.
      • Attraction radius of 4m from other orbs.
      • Orbs with a multishot value of 5 or higher are unable to stack into their higher-duration forms.
    • Stacking orbs will produce one of two types depending on the value of orbs that stack. A full stack needs an orb value of 4.
      • The act of stacking creates a small explosion of typically 125DmgMagneticSmall64.png Magnetic damage in a 4m radius with 0% falloff despite the UI listing 60% falloff. If two orbs with values of 2 combine, it will instead deal 150 damage in 5 meters. Despite the UI listing that "Per Stack" damage can go up to 175, it is not possible.
    • Partially Stacked orbs are an uncommon product of two orbs that were not strong enough to create a Fully Stacked orb. They only exist with orb values of 2 or 3.
      • Lifespan of 20 seconds. Resets if orb value increases from 2 to 3.
      • Deals 480 or 720DmgMagneticSmall64.png Magnetic damage upon exploding.
      • Explosion radius of 6 or 7 meters.
      • Explosion has 100% falloff despite the UI listing 60% falloff.
      • Attracted less to other orbs. Attraction radius of 5 or 8 meters from other orbs.
    • Fully Stacked orbs are created by stacking orbs to a minimum orb value of 4. It will continue to attract and consume additional orbs, but they will only be deleted with no added effects.
      • Enemies within 5m of the orb, not affected by Mod TT 20px.png Firestorm, are dealt 50DmgMagneticSmall64.png Magnetic damage every 0.25s that cannot crit or inflict status. It has 0% falloff despite the UI listing 60% falloff.
      • Lifespan reset to 20 seconds. Does not refresh with added orbs.
      • Deals 960DmgMagneticSmall64.png Magnetic Damage upon exploding.
      • Explosion radius of 8 meters.
      • Explosion has 100% falloff despite the UI listing 60% falloff.
      • Not attracted to other orbs. Other orbs within 8 meters are very attracted.
      • Attracts Pickups that have not yet settled on the ground.
  • Orbs have a physical 0.5m radius that obstructs enemy fire.
  • Friendly shots fired through the orb are modified. 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.


  • Increasing projectile travel distance using Mod TT 20px.png Jet Stream can be used to shoot orbs further, 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.png Overextended to adjust Jet Stream's Projectile Speed bonus to a manageable level.
  • 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.
  • 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.
  • MirageIcon272.png Mirage is the only Warframe who can exceed the orb limit by using HallOfMirrors130xDark.png Hall Of Mirrors, theoretically able to sustain 19 full stacks at once if cleverly rotated between the holograms.
    • Any projectiles that were fired by a hologram will explode when the hologram expires.


  • Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the SynoidGammacor.png Synoid 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.


Synoid Simulor Skins Edit

Patch History[]

Update 27.4 (2020-05-01)

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

  • Synoid 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:

  • 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 (2019-10-01)

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

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.
  • 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 (2017-03-24)

  • 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 (2017-01-03)

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

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 17.3 (2015-09-02)

  • Introduced

See Also[]