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.


This weapon deals primarily DmgPunctureSmall64.png Puncture damage.


  • High DmgPunctureSmall64.png Puncture and good DmgImpactSmall64.png Impact damage – effective against armor and shields.
  • Above average critical multiplier.
  • Very high status chance.
  • Shots have a guaranteed DmgImpactSmall64.png Impact proc.
  • Shots explode in a 3.3 meter radius upon impact with a surface or enemy, inflicting DmgToxinSmall64.png Toxin damage.
    • Innate DmgToxinSmall64.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 DmgToxinSmall64.png Toxin damage and knocking down the initial target, then scattering 6 spores that home-in on nearby enemies within 20 meters, dealing 23 damage on contact with a guaranteed chance to proc DmgImpactSmall64.png Impact on targets over 7m away from the initial target in addition to 333 DmgToxinSmall64.png Toxin damage in a radius each.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Can benefit from Mod TT 20px.png Fulmination (Mod TT 20px.png Primed).
  • Innate Madurai Pol.svg and Naramon Pol.svg polarities.


  • No DmgSlashSmall64.png Slash damage – less effective against health.
  • Explosion has innate DmgToxinSmall64.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.


Zymos is acquired by reaching Rank 1 - Stranger with the Entrati. Father sells the main blueprint for ReputationBlackx64.png 2,000 and component blueprints for ReputationBlackx64.png 1,000; a total of ReputationBlackx64.png 4,000 is needed for all parts. The main blueprint is also offered as a rank-up reward.

Manufacturing Requirements
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
Time: 12 hrs
Rush: Platinum64.png 25
Receiver • ReputationBlackx64.png 1,000
Time: 12 hrs
Rush: Platinum64.png 25


  • One barrel blueprint is required to reach Rank 1 - Clearance: Agnesis with the Necraloid.
  • Initial 953 DmgToxinSmall64.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 Mod TT 20px.png Hornet Strike and Mod TT 20px.png Magnum Force apply to the 23 contact damage, but do not apply to the 333 DmgToxinSmall64.png Toxin explosion.
      • Spores randomly select targets within 20m of the host target. This range is not affected by Mod TT 20px.png Fulmination.
      • Spore contact damage has a guaranteed chance to proc DmgImpactSmall64.png Impact on secondary targets more than 7m away from the host target, but has 0% natural status chance to proc modded elements.
    • 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.png Cat's Eye, Mod TT 20px.png Pistol Gambit and Mod TT 20px.png Target Cracker, the secondary projectiles have:
      • Critical Chance: ((5% × (1 + Mod TT 20px.png 120%)) + Mod TT 20px.png 60%) × (1 + Mod TT 20px.png 120%) + Mod TT 20px.png 60% = 216.2%
      • Critical Multiplier: 2.3 × (1 + Mod TT 20px.png 60%)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.


  • Mod TT 20px.png Trick Mag in the Exilus slot will make up for the low maximum ammo. A fully-ranked SecondaryMerciless64x.png Secondary Merciless may also be considered to increase the Zymos's ammo reserves as not only does it free up the Exilus slot for other mods, but it also increases reload speed.
  • The low fire rate, lack of DmgSlashSmall64.png Slash damage, and forced DmgImpactSmall64.png Impact procs on both the main projectile and homing spores make Mod TT 20px.png Hemorrhage a viable option, especially if the Zymos has been modded to deal DmgViralSmall64.png Viral damage.
  • 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.png Cat's Eye, and ArcaneAvenger64x.png Arcane Avenger are further multiplied by modded critical chance.
  • NidusIcon272.png Nidus and XakuIcon272.png Xaku can use ParasiticLink130xDark.png Parasitic Link and TheLost130xDark.png Gaze respectively to turn a single enemy into an invulnerable spore "fountain" as both abilities keep their victims upright for their durations. Xaku in particular can prolong Gaze's duration via TheVastUntime130xDark.png The Vast Untime on top of Gaze reducing the defenses of any enemy in its range.


  • In multiplayer, poor to moderate network conditions can cause spores to never appear, despite landing headshots. Spore explosions also never occur regardless of network conditions.


  • The Zymos was first seen and wielded by the Zealot Proselytizer in the third episode of Nightwave: Series 2 – The Emissary.
  • Upon performing a headshot on a non-Infested enemy, the enemy's head with swell up with an audible inflating noise before the spores explode. The inflation is subtle compared to the more drastic effects of the GrineerMicrowaveGun.png Nukor, and quickly reset upon the explosion.


See Also[]

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

Patch History[]

Hotfix 30.5.3 (2021-07-09)

  • Fixed Chat Links for the Zymos lacking build/acquisition hints.

Hotfix 29.2.2 (2020-10-06)

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

Update 29.1 (2020-09-17)

  • 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 (2020-09-10)

  • 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 (2020-09-01)

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

Update 29.0 (2020-08-25)

  • Introduced.