Synth Charge is a set mod that grants bonus damage to the final shot in the magazine.
Stats[]
| Rank | Bonus Damage | Cost |
|---|---|---|
| 0 | +50% | 6 |
| 1 | +100% | 7 |
| 2 | +150% | 8 |
| 3 | +200% | 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 10-30 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[]
- Magazine requirement is based on the base Magazine Capacity of a gun. If the magazine is increased above 6 on a weapon that has below 6, it will still not be usable on that gun. However, if a gun has a magazine above 6 and it is reduced below that, the mod will still function.
- Cannot be equipped on Exalted Weapons, and has no effect on Continuous Weapons even if they meet the magazine requirements.
- Does not have an effect on any Incarnon fire modes, whether on the last shot in their magazine or if activated with one bullet left in the primary mode's magazine.
- Damage stacks multiplicatively with
Hornet Strike, and any area damage the weapon may have is also affected. - Synth Charge's damage applies to the following weapons' Alternate Fires or reload mechanics:
Dual Toxocyst's Frenzy passive if triggered on the last shot, buffing all subsequent 'free' shots until Frenzy expires.
Fusilai's Alternate Fire if used with the last three knives in the magazine, affecting all knives thrown.
Catabolyst's reload grenade, making it a partial exception to the Continuous Weapon restriction above.
Cantare's reload recall of all thrown rounds, provided all six rounds have been thrown out.
Akmagnus Prime's Chamber Cascade passive if triggered on the last shot, buffing all subsequent 'free' shots until Chamber Cascade expires
Bugs[]
- Synth Charge can be equipped on the
Kulstar, despite having a magazine capacity of 3.
Patch History[]
Update 33.0 (2023-04-26)
- Changed the Synth Charge Mod to now apply to the following weapons:
- Sepulcrum
- The damage bonus for Synth Charge does not apply to its alt-fire, as it uses the entire magazine in one shot.
- Pyrana
- Pyrana Prime
- Kuva Brakk
- Zakti Prime
- Tenet Detron
- Sepulcrum
Update 32.3 (2023-02-15)
- Changed Synth Charge’s bonus damage on final shot applying to the Tenet Plinx’s and the Azima’s alt-fire.
- Synth Charge is only intended to apply to the last shot in a weapons magazine, but the Alt-fire on both the Tenet Plinx and the Azima were receiving the damage bonus from Synth Charge on the entire magazine. Synth Charge should only apply to the final shot in a magazine of multiple rounds, and not to the entire magazine being dispelled in one shot.
Hotfix 31.5.5 (2022-05-03)
- Fixed Synth Charge’s effects applying to the Laetum’s Incarnon Transmutation by 200% for the full duration if you transmute it with only one bullet left in the magazine.
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.
Hotfix 30.0.6 (2021-04-20)
- Fixed ability to equip the Synth Charge Mod to Epitaph.
- Epitaph does not meet the magazine size requirement for Synth Charge.
Hotfix 24.0.1 (2018-11-08)
- Synth Charge Mod no longer applies to Pistols with < 5 Ammo Magazines (Knell, etc). Mod description has been updated to reflect the ‘Requires Magazine 5 or higher’ restriction.
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)
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71 comments
JUST MAKE IT A KNELL EXCLUSIVE MOD YOU COWARDS!!!
Thats a weird way to call a Shedu
Changed Synth Charge’s bonus damage on final shot applying to the Tenet Plinx’s and the Azima’s alt-fire.
Synth Charge is only intended to apply to the last shot in a weapons magazine, but the Alt-fire on both the Tenet Plinx and the Azima were receiving the damage bonus from Synth Charge on the entire magazine. Synth Charge should only apply to the final shot in a magazine of multiple rounds, and not to the entire magazine being dispelled in one shot.
Primed RIP
Heres a weapon that can compete with Kuva Nukor , Laetum and Epitaph thanks to Synth Charge
- Insert South Park meme -
And now its gone
I just read tenet plynx wiki page and come to this mode to see if it works with alt-fire. Now i know the answer and fill depsair
"plenty of exploits in TF2 for example were very fun, but they annoyed the hell out of people"
That's a great way to point out the major difference here.
Synth charge is one of my favorite Bad mods. the first time you see it, you assume this must be from like 2016, then you realise this is a multiplier, yeah i dont think it double dips, but its still 200%. that is alot of damage. damage that big demands deeper looks, but for the most part, there aren't any broken Synergies. it was an auto-include on the Azima, back before DE nerfed that into the dirt, and it pairs well with the Catabolyst's Primer+payoff playstyle, not that anyone actually uses that gun (which is how fans of niche but powerful weapons like it) and then you get to the tenet plinx. its been a few months now and that interaction hasnt been fixed, though interactions are synergies right up until they become bugs and exploits and removed. so you know. . .they could come for it at any time. As long as this remains a fat ( x 3) to put on the end of your damage calculation, minmaxers will keep it in the back of our minds looking for trouble.
I was just going through the wiki looking at weapons that will be getting Incarnon modes and the Dual Toxocyst can actually use this if you trigger the Frenzy buff on the final shot in the magazine.
Definetly something I'll be trying in the future.
They're probably gonna have to rework this mod eventually.
This trash mod is now saved by Tenet Plinx, since it works for alt fire.
They gonna nerf it in response lmao.
Changed Synth Charge’s bonus damage on final shot applying to the Tenet Plinx’s and the Azima’s alt-fire.
Synth Charge is only intended to apply to the last shot in a weapons magazine, but the Alt-fire on both the Tenet Plinx and the Azima were receiving the damage bonus from Synth Charge on the entire magazine. Synth Charge should only apply to the final shot in a magazine of multiple rounds, and not to the entire magazine being dispelled in one shot.
Man was right XD
I'd like to nominate Synth Charge for Worst Mod In The Game, and here's why:
Can only be equipped on a limited selection of weapons, and is only useful on a tiny handful of them
Has direct negative synergy with its own set bonus
Set bonus eats ammo drops like crazy
Does absolutely nothing for the first 5+ shots in the magazine, making it drastically less effective overall for each round in the magazine
Eats up a mod slot on your pistol, which suffer from 8 slot syndrome almost as bad as crit based melee weapons do
Damage bonus is pitiful when you take into consideration how much set up it takes to use
Is probably that one guy in pub survival missions that starts hacking the console and then just sits on it without ever finishing the hack
I know it has some pretty tough competition with the likes of Warm Coat and Provoked, but it's still worthy of a nomination at the least.
Never mind that mods like Ammo Drum, Peculiar Bloom, Physique, etc. exist. Let's label a mod with multiplicative damage output on the weapons it can work with, the worst mod in the game.
It sounds to me like you're just mad you can't use this on everything. Get over it. Not every mod has to work on every weapon.
You'd be right if the damage bonus was additive but it being multiplicative sort of makes it worth, though it does seem less worth than primed heated charge
I needed a good laugh this evening, thank you
I nominate this comment as the loudest cry-baby in the entire thread who needs its diapers changed because they suck like crap in Warframe.
This doesn't work on Magnus Prime. Did a test, did 131 damage at round 8, and 131 at rounds 2 and 1.
Works on catchmoon now...fun.
Thank fucking gods, now we actually have a reason to use Killstream over Splat, and thus avoiding the urge(s) to go skydiving / bungee jumping from farming Oxium all day
I use this mod for the ammo regen thing... but well, it works for a bit, then stops? no infinite ammo then?
You can add this to the list of mods DE forgot they made surely, for how long its been bugged and not able to be put on weapons that satisfy the 6+ mag requirement.
They have forgotten anything that isn't Duviri and / or the most recent update, basically
Can confirm lowering the Kulstar's magazine capacity to 1 with a reload riven + secondary Merciless arcane, makes the Kulstar an absolute UNIT of a weapon. Funniest anti-corpus weapon(build) I mustered. Works great with Banshee, Mag, Mirage, Zephyr, Rhino, and Wukong.
Kulstar no longer accepts Synth Charge.
It does work, do not listen to the comment above.
Hotfix 30.0.6 (2021-04-20)
Fixed ability to equip the Synth Charge Mod to Epitaph.
Epitaph does not meet the magazine size requirement for Synth Charge.
Hotfix 24.0.1 (2018-11-08)
Synth Charge Mod no longer applies to Pistols with < 5 Ammo Magazines (Knell, etc). Mod description has been updated to reflect the ‘Requires Magazine 5 or higher’ restriction.
-
THIS is why NOBODY likes DE-
Can't put this mod on Twin Roggas either. Devastated
We will see when the kuva twin rogga comes... still can't wait for it since i have an amazing riven thats made it my instant favorite
Cannot put this mod with sepulcrum
Best secondaries to use this with???
Dual Toxocyst, Azima and Catabolyst seem to be goers. I saw people saying it works great with the Epitaph too because of its unique magazine/ammo mechanics for a secondary (seems to apply the bonus on every shot because even though it has no "magazine" and fires like a bow?)
It used to work with the Epitaph; DE patched it.
Tombfinger with reload arcane i guess
Works for both projectile damage and damage from the explosion on AOE weapons now
Just saying this mod works wonders on the epitaph or the changed that
They changed that. See patch history.
This would work pretty well with an otherwise damage and reload speed-modded Plinx, or kitguns with Pax Charge. Because you could make it such that you always got the damage bonus. Or almost always, anyway.
How exactly does it work with plinx?
It would, but it doesn't, because it could easily be kept at one shot left permanently.
“Damage stacks multiplicatively with Hornet Strike.”
I get what you mean, but no. You see, even with just Synth Charge equipped on the weapon, the last shot deals triple the damage of a normal shot.
Also, at first I thought this mod was coded like anti-faction mods because of the multiplicstive effect. But it's not. Expel mods and Rhino's Roar will apply after the damage is tripled, yielding absurd amounts. (tested this in simulacrum)
In short, it's better to say it triples modded damage before Expel mods and Roar.
Sorry, don't know how to edit the page. Might mess it up.
Changed wording to additive, thanks.
That's not what they were saying
They have no idea what they're talking about
"Multiplicative" is the phrasing other pages use when talking about things that multiply your total damage, after all mods including Hornet Strike, which is what this does. "Additive" is used for things like Augur Pact and Vex Armor that basically make your Serration/Hornet Strike bigger rather than being a separate multiplier.
This one should be labeled multiplicative.
Reverted it back thanks.
Synth Charge works great on the Mara Detron. It made even better my –Recoil +Dmg +Multi –MagCap riven. My Mara only has 5 rounds now. Coupled with its almost nonexistent reload speed, this mod boosts dps surprisingly well. It is indeed multiplicative, and not just another Hornet Strike. Per my testing, it consistently triples the damage of the last shot.