Infect your foes with this spore-scattering pistol. Headshots burrow in and explode, releasing spore clouds that seek out nearby enemies.

Zymos is an Infested pistol that releases explosive spores. On headshots, the spores burrow into the target, stunning and dealing continuous damage before exploding to release 6 additional spores that seek nearby enemies.

Characteristics[edit | edit source]

This weapon deals primarily Puncture b.svg Puncture damage.

Advantages:

  • High Puncture b.svg Puncture and good Impact b.svg Impact damage – effective against armor and shields.
  • Above average critical multiplier.
  • Very high status chance.
  • Shots have a guaranteed Impact b.svg Impact proc.
  • Shots explode in a 3.3 meter radius upon impact with a surface or enemy, inflicting Toxin b.png Toxin damage.
    • Innate Toxin b.png Toxin damage – effective against Flesh and bypasses Shielded and Proto Shields.
    • Headshots stun targets for 1 second and deals continuous damage before exploding for 953 Toxin b.png Toxin damage and knocking down the initial target, then scattering 6 spores that home-in on nearby enemies, dealing 26 damage and a guaranteed Impact b.svg Impact proc on contact in addition to 333 Toxin b.png Toxin damage in a radius each.
  • Can benefit from Mod TT 20px.pngFulmination (Mod TT 20px.pngPrimed).
  • Innate Madurai Pol.svg and Naramon Pol.svg polarities.

Disadvantages:

  • No Slash b.svg Slash damage – less effective against health.
  • Explosion has innate Toxin b.png Toxin damage – less effective against Machinery, Robotics, and Fossilized.
  • Very low critical chance.
  • Very low fire rate.
  • Very slow reload speed.
  • All projectiles have travel time.
  • Explosions inflict self-stagger.
  • Explosion has linear damage falloff from 100% to 70% from central impact.
  • Headshot explosion delay allows enemies to move out of the explosion range.
  • Extremely low ammo capacity; requires just 3 reloads to fully deplete all ammo reserves.

Acquisition[edit | edit source]

Zymos is acquired by reaching the Rank of Stranger with the Entrati. Father sells the main blueprint for ReputationLargeBlack.png2,000 and component blueprints for ReputationLargeBlack.png1,000; a total of ReputationLargeBlack.png4,000 is needed for all parts. The main blueprint is also offered as a rank-up reward.

Manufacturing Requirements
Credits64.png
20,000
Barrel
1
Receiver
1
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 190 Blueprint2.svg Blueprints Price:ReputationBlackx64.png2,000
Barrel • ReputationBlackx64.png 1,000
Credits64.png
20,000
TemperedBapholite64.png
20
PurifiedHeciphron64.png
5
DendriteBlastoma64.png
8
Neurode64.png
4
Time: 12 hrs
Rush: Platinum64.png 25
Receiver • ReputationBlackx64.png 1,000
Credits64.png
20,000
AdramalAlloy64.png
30
PurifiedHeciphron64.png
5
PustulentCognitiveNodule64.png
8
Morphics64.png
5
Time: 12 hrs
Rush: Platinum64.png 25

Notes[edit | edit source]

  • One barrel blueprint is required to reach the Rank of Clearance: Agnesis with the Necraloid.
  • Initial 953 Toxin b.png Toxin damage explosion will almost always be affected by headshot and headcrit bonuses, receiving double damage in addition to double critical multiplier.
  • Secondary projectiles from the initial explosion are affected differently by mods and buffing effects.
    • Damage from mods like Hornet Strike and Magnum Force apply to the 26 contact damage, but do not apply to the 333 Toxin b.png Toxin explosion.
    • Elemental mods apply normally.
    • Faction Damage applies normally.
    • Multishot increases the number of initial projectiles, but not the 6 spores that are released from each explosion.
    • Critical Chance and Critical Damage bonuses are applied twice.
    • Flat Critical Chance Bonuses are applied twice. Once multiplied by modded critical chance, and again added last.
      • Critical Chance = 5% × ((1 + Modded Crit Chance) + Flat Crit Chance) × (1 + Modded Crit Chance) + Flat Crit Chance
      • Critical Damage = 2.3 × (1 + Modded Crit Damage)2
    • For example, with Mod TT 20px.pngCat's Eye, Mod TT 20px.pngPistol Gambit and Mod TT 20px.pngTarget Cracker, the secondary projectiles have:
      • Critical Chance: ((5% × (1 + Mod TT 20px.png120%)) + Mod TT 20px.png60%) × (1 + Mod TT 20px.png120%) + Mod TT 20px.png60% = 216.2%
      • Critical Multiplier: 2.3 × (1 + Mod TT 20px.png60%)2 = 5.89x
    • Shooting the initial projectile through VoltIcon272.png Volt's ElectricShield130xDark.png Electric Shield or InfCrpShockSwarm.png Mutalist Quanta's Orbs will not affect the secondary projectiles.

Tips[edit | edit source]

  • Mod TT 20px.pngTrick Mag in the Exilus slot will make up for the low maximum ammo.
  • Due to the nature of critical scaling, Critical mods are optimal despite the 5% base crit chance, and flat Critical Chance bonuses from HarrowIcon272.png Harrow's Covenant130xDark.png Covenant, Adarza Kavat's Mod TT 20px.pngCat's Eye, and ArcaneAvenger64x.pngArcane Avenger are further multiplied by modded critical chance.

Trivia[edit | edit source]

Media[edit | edit source]

See Also[edit | edit source]

  • Keratinos.png Keratinos, the melee counterpart to this weapon.

Patch History[edit | edit source]

Hotfix 29.2.2

  • Fixed missing Blueprint locations for the Zymos when viewing in the Market.

Update 29.1

  • Fixed Zymos seeking swarms not being able to critically hit.
  • Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.

Hotfix 29.0.8

  • Decreased projectile spread of Multishot projectiles
  • Increased projectile speed from 59 to 79
    • Decreasing spread from Multishot and increasing the projectile speed makes landing headshots with all the projectiles a bit easier.

Hotfix 29.0.6

  • Clip size increased from 9 to 17.
  • Ammo pool increased from 27 to 51.

Update 29.0

  • Introduced.
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