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Synoid Simulor
File:SyndicateCSSimulor.png
Statistics
Weapon Slot Primary
Weapon Type Singularity Launcher
Trigger Type Active
Utility
Ammo Type Rifle
Noise Level Alarming
Fire Rate 2.67 rounds/sec
Accuracy 100.0
Magazine Size 15 rounds/mag
Max Ammo 100 rounds
Normal Attacks
Elemental Type Script error: The function "Proc" does not exist.
Elemental Dmg 175.0-225.0 (on merge)
Crit Chance 10.0%
AoE Attacks
Elemental Type Script error: The function "Proc" does not exist.
Elemental Dmg 50.0/sec [citation needed]
Secondary Attacks
Elemental Type Script error: The function "Proc" does not exist.
Miscellaneous
Augments Entropy
Polarities Script error: The function "Pol" does not exist.Script error: The function "Pol" does not exist.Script error: The function "Pol" does not exist.
Introduced Update 17.0 (2015-07-31)
Cephalon Suda's custom issue Synoid Simulor was built to satisfy her curiosity.

The Synoid Simulor is an exclusive version of the Simulor available only from Cephalon Suda. Featuring improved stats, the Synoid Simulor also features innate Entropy effect.

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against shields.
    • Stacking orbs deals per stack damage of 175 Script error: The function "Proc" does not exist., increasing to 225 Script error: The function "Proc" does not exist. as additional stacks are added
      • Each time an orb is combined it staggers enemies backwards and deals AoE damage to them
  • Orbs can be manually detonated to inflict an AoE Script error: The function "Proc" does not exist. proc.
  • Primary or secondary fire explosions will not damage user.
  • Ammo efficient.
  • Has a Script error: The function "Pol" does not exist., Script error: The function "Pol" does not exist., and Script error: The function "Pol" does not exist. polarity slot.
  • Has innate Entropy.

Disadvantages:

  • Relatively short range.
  • Script error: The function "Proc" does not exist. deals 50% less damage to Alloy Armor.
    • It's proc is also only effective versus shields, so once shields are gone the base magnetic damage falls off in damage compared to other damage types.
  • Direct impacts with the orbs with enemies does not deal any damage, they must be combined at least once to deal any damage.

Comparisons:

  • Compared to the Simulor:
    • Faster Projectile Speed; Further effective range.
    • Higher initial stack damage (175.0 vs. 170.0)
    • Lower maximum stack damage (225.0 vs. 230.0)
    • Larger explosion radius.
    • Lower vortex threshold (4 merges vs. 5 merges)
    • Faster reload speed (2.0s vs. 3.0s).
    • Faster fire rate (2.67/sec vs. 2.0/sec).
    • Larger magazine size (15 rounds vs. 10 rounds).
    • Additional Script error: The function "Pol" does not exist. polarity.
    • Innate Entropy.

Acquisition

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

Notes

  • 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. These floating orbs can be fired at each other, causing them to merge into a single larger orb. Each orb has a short pull radius that will attract any passing orbs to facilitate growth.
    • The act of merging orbs will cause them to explosively deal damage with a guaranteed Script error: The function "Proc" does not exist. proc, as well as staggering enemies away from the blast zone.
    • Each added stack will also increase the orb's pull radius, allowing the larger orbs to pull other orbs from farther away.
    • Stacking will increase the damage dealt by the recipient orb, both when merging with another orb and when manually detonated. The minimum base damage starts at 175 on the first stack, and maxes out at 225 after 4 stacks.
    • Without obstructions, the orbs will travel relatively short distance before floating.
    • Energy orb travel distance is affected by abilities that influence projectile speed, such as Zephyr's Jet Stream augment. Faster projectile speed will result in a longer travel distance before stopping.
  • Stacking 4 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with each tick having a chance to deal status effects. The singularity 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.
  • Pressing the secondary fire button (default MMB ) will detonate any active orbs, causing them explode and inflict a guaranteed Script error: The function "Proc" does not exist. status to enemies in range. Any orbs that expire will also explode in similar fashion.
    • The Script error: The function "Proc" does not exist. status is unaffected by any other elements added to the weapon.
  • Each orb will float in mid-air for 8 seconds. Stacking orbs will reset the timer on the recipient orb, thus a orb or singularity can be kept active as long as orbs are fed into them. Orbs will only disappear if their timer expires, or if they are manually detonated using secondary fire.
  • Split Chamber will create duplicate orbs, however due to the Synoid 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.
  • Oddly, the Synoid Simulor's projectiles will detonate on impact with an Infested Tumor or Grineer Blunt.

Tips

  • Increasing projectile travel distance using Jet Stream can be used to shoot orbs further out, allowing singularities to be set up at longer distances. This may not always be desirable 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 Overextended to adjust Jet Stream's projectile speed bonus to a manageable level.
  • Combining projectiles have a larger blast radius and deal significantly more damage than detonating orbs, making orb combination a primary source of damage.
  • Detonating orbs manually can be used for crowd control, as their guaranteed Script error: The function "Proc" does not exist. status can stun enemies even if they don't deal enough damage to kill them.
  • When used in tandem with Hall of Mirrors, projectiles fired by holograms can combine with each other and the original projectile from Mirage. When the ability is fully ranked, five 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

  • Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the 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, or a reference to the word 'synapse', a biological term defining the gap between two neurons.

Bugs

Media

See Also


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