Synth Deconstruct is a set mod that can cause enemies damaged by the Companion to drop a Health Orb upon death.
Stats[]
| Rank | Chance | Cost |
|---|---|---|
| 0 | +2% | 4 |
| 1 | +5% | 5 |
| 2 | +10% | 6 |
| 3 | +15% | 7 |
| 4 | +20% | 8 |
| 5 | +25% | 9 |
Set Bonus[]
This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.
Synth Set: Any primary or secondary weapon will automatically reload X% of their magazine (using reserve ammo) per second while holstered.
| Mods Equipped | Percentage Reloaded |
|---|---|
| 1 | 5% |
| 2 | 10% |
| 3 | 15% |
| 4 | 20% |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| Fortuna Bounty | Fortuna Bounty Lvl 20-40 Final Stage | A | 25% | 1 | 0.25 |
|
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|---|---|---|---|---|---|
| Corpus Sniper Target | 20% | 25% | 5% | 20 | 1 | 0.05 |
| Corpus Supra Target | 20% | 25% | 5% | 20 | 1 | 0.05 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Also activates upon damage dealt to shields.
- If you're knocked down, your weapon is forced into its holster and begins automatically reloading.
- Does not activate via damage dealt by companion clones created using
Duplex Bond.
Tips[]
- Synergizes well with
Health Conversion,
Synth Fiber,
Equilibrium,
Arcane Pulse, and
Arcane Blessing.
Patch History[]
Hotfix 30.5.3 (2021-07-09)
- Fixed the Synth Mod Set bonus not functioning while on a K-Drive/Merulina.
Update 30.5 (2021-07-06)
- Fixed Synth Set mods reverting to a single mod bonus after death.
Update 27.2 (2020-03-05)
- Fixed the Synth Deconstruct Mod not functioning if it’s the only Synth Mod equipped and you die/revive.
Update 25.3 (2019-07-06)
- Fixed inability to trade Synth Deconstruct when you only have a single copy of the Mods.
Hotfix 25.1.2 (2019-06-12)
- Fixed the Synth Deconstruct Mod effect ceasing to function if your only Set Mod is equipped on your Sentinel and you respawn.
Update 24.0 (2018-11-08)
- Introduced.
| CollapseSet Mods | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
Lorem ipsum dolor sit amet
18 comments
Does it work with Panzer Devolution ?
God i love this mod. free orbs AND my sidearm is always loaded? sign me up.
If Red Orbs already have a small chance to drop from almost every enemies, how do you for sure this mod is working?
Because using this mod basically forces 1/4 of all enemies to drop an orb, which you'd notice for sure?...
Incredibly anecdotal evidence/opinon but uh - this seems to work pretty damn well on the new hound companion's and their abilities. If you don't mind running Equilibrium on your frame, then they're actually quite the alternative to Dethcube as an energy battery.
MOAs might still be MVP's for this mod since they can use sentinel weapons to get the "assist" that this needs more reliably thou.
Using this mod with a panzer vulpaphyla is way more broekn, as every infected enemy counts as an assist
It says "Companions", if I equip this on Venari does it work for my main companion too? Or do I need one of it on each of them?
I don't see why not, I use Synth Fiber on Venari to allow me to grab health orbs, and since I run Equilibrium on Kora, I get a portion back as energy. Super helpful for keeping a cage up!
Afaik you need to use it in each companion active, so yeh... "Companion" just refers to the fact that you can equip it on both sentinels and kavats/kubrows/whatev, so any companion.
Can confirm it affects enemies with spores from Panzer Vulpa's Quills.
Yes
How does it interact with helminth chargers with strain equipped? Do enemies, attacked only by the spawned maggots (and not the charger itself), also drop health orbs?
Yeah, Synth maggots do count as the helminth's damage and an spawn health orbs.
Does it work on damage inflicted by status to other targets than the main target? (For example blast hitting multiple target) Cause then gas damage might actually be useful for once.
Blast procs only reduce accuracy, it does not deal damage. But effects like gas and combustion beam will work
So this just seems to be for all companions now, and I'm wondering, a little dethcube looking icon with a recycle symbol occassionally shows up. What's that all about?
That's the set bonus in action. the % is how full the weapon's mag is.
Don't know when this changed but I am on PS4 looking at my Helmith charger and this mod shows up as equipable and it set companion at the bottom instead of sentinel.
What is the interaction between this and the Mecha Set? Does the Mecha Set count as the Companion damage if it replicates a damage proc? I was testing in the Simulacrum but I seems that the Heavy Gunners I was testing with dropped Health Orb anyway so I don't know how to test it correctly. Anybody can help?
ive swapped in swipe and this now in my kavat. pretty good if youre a nekros.
nekro time
actually,its pretty redundant with nekros as he is making shitton health orbs using his desecrate.
Seems to have been updated: now works on all companions.
Does this trigger even if the sentinel kills the target?
The only thing that matters is your sentinel "tagging" an enemy with a damage instance (even a zero-damage blast proc would count), then it would have the chance to drop the orb when it dies.
Anyone know which sentinel and sentinel weap will be the best combo with this so that with range/punch-thru/fire rate mods they'll be able to hit a lot of targets so u can get a lot of chances for health orbs?
I was trying to figure the same thing and logic makes me lean towards the Deth Machine Rifle. It has high fire rate, decent reload and it is hitscan. I am using sweeper with mods for fire rate, reload speed and ammo pool and it's doing a decnt job, but DMR seems like the go to. I will update when possible.
Most people go for cryota weapon on this mod, as it's a constant beam that can switch targets very easily and reach 100% status. putting blast on lets it hit enemies within a 5m radius of impact with the blast proc which counts as an assist I believe. So you can get a lot of orbs out of it that way. my cryota currently has 30k kill assist and I've only ever used it with this mod so I think it's doing its job!
You can also use sentinel with CC précept like Djinn's fatal attraction, Wyrm's crowd dispertion or Diriga's arc coil and electro pulse.
'Injured/Damaged' includes hits on shields?
yes
This + Equilibrium and/or Health Conversion, on any frame.
Don't forget Synth Fiber so you can keep picking up the orbs even at full health.
My question is...
Does this work on MOA's?
Since they can also equip sentinel mods.
No. It specifies sentinels. I got a moa too, it just doesn't show up. Sad, but maybe we'll get more sets in a soon to be announced event, same as the hunter set.
Update for anyone reading this later: it does work on moas now.