The Dual Toxocyst is a pair of Infested sidearms oriented towards
Puncture damage. Successfully achieving a headshot with this weapon temporarily grants it increased fire rate, additional
Toxin damage, reduced recoil and infinite ammo. However, its initial recoil is very high and initial fire rate is very slow.
This weapon can be sold for 7,500.
Characteristics[]
- This weapon deals primarily
Puncture damage.
- Landing a successful headshot grants the Frenzy buff.
- Frenzy buffs lasts for 3 seconds, and can be refreshed on subsequent headshots.
- Frenzy grants the following buffs:
- +150% Fire Rate
- Bonus is multiplicative to other sources of fire rate.
- +100% Ammo Efficiency
- -75% Recoil
- +100%
Toxin damage
- +150% Fire Rate
- Innate
and
polarities.
Advantages over other Secondary weapons (excluding modular weapons):
- Very good ammo efficiency.
- Normal Attack (wiki attack index 1)
- Above average total damage (75)
- Very high status chance (37.00%)
- Above average disposition (●●●●● (1.35x))
- Incarnon Form (wiki attack index 2)
- High fire rate (4.50 attacks/sec)
- Very high status chance (43.00%)
- Above average disposition (●●●●● (1.35x))
- High crit multiplier (3.00x)
Disadvantages over other Secondary weapons (excluding modular weapons):
- High recoil without the innate buff active.
- Normal Attack (wiki attack index 1)
- Very low crit chance (5.00%)
- Very low reload speed (2.35 s)
- Below average magazine (12)
- Low ammo max (72)
- Very low fire rate (1.00 attacks/sec)
- Incarnon Form (wiki attack index 2)
- Low crit chance (11.00%)
- Very low reload speed (2.35 s)
- Low total damage (75)
- Low ammo max (72)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Dual Toxocyst's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
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![]() 30,000 |
![]() 4 |
![]() 6,500 |
![]() 1,100 |
![]() 1 |
Time: 1 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Bio Lab Research![]() | |||||
![]() 5,000 |
![]() 20 |
![]() 200 |
![]() 750 |
![]() 400 |
Time: 3 Day(s) |
Prereq: Acrid | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[]
- Frenzy buff triggers only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
Sonar or
Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses will not grant the buff.
- The fire rate bonus from Frenzy stacks multiplicatively after any equipped fire rate mods or fire rate bonuses.
- The +100%
Toxin from Frenzy is additive with elemental mods, and will combine with elemental mods equipped on the weapon, ex. having
Heated Charge or
Scorch equipped will make the Dual Toxocyst deal
Gas upon activating the buff.
- The
Toxin bonus will take priority when combining with singular elements on Dual Toxocyst before other bonuses such as
Shock Trooper.
- If the Dual Toxocyst is modded with a combined element such as Corrosive, the bonus toxin damage will be added to that element's damage.
- The
- If Frenzy is triggered or if it disappears, this weapon makes a noise that will alert nearby enemies. This noise cannot be reduced with
Suppress or
Hushed Invisibility.
- Triggering the buff with the last bullet of the magazine does not require the user to reload the weapon before shooting again because it stops consuming ammo, and therefore is an effective candidate for
Synth Charge.
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn
Dual Toxocyst Incarnon Genesis from The Circuit's Steel Path to place on their Dual Toxocyst with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
- Installing the Dual Toxocyst Incarnon Genesis requires 20
Pathos Clamps, 70
Yao Shrubs and 80
Eevani.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Gain an Auto Fire mode and Ricochet.
- Incarnon Form becomes fully automatic with higher Critical Chance, Critical Multiplier, Status Chance, Fire Rate, significantly less Recoil, and shots now ricochet to 1 nearby enemy per shot within 5 meters of the main target.
- The ricochet prioritizes headshots and is capable of triggering Dual Toxocyst's Frenzy buff.
- Additional pellets generated via Multishot can ricochet into different targets.
- Ricochet rounds are affected by
Galvanized Shot and the base damage values of both Evolution II perks.
- By using Punch Through every enemy hit with the main shot along the punch through line creates ricochet rounds.
- Enemies in a
Ragdoll state cannot be hit by ricochet rounds so any grouping tool that isn't
Magus Anomaly or
Ensnare will prevent ricochet shots from hitting any of the other grouped targets.
- Incarnon Form becomes fully automatic with higher Critical Chance, Critical Multiplier, Status Chance, Fire Rate, significantly less Recoil, and shots now ricochet to 1 nearby enemy per shot within 5 meters of the main target.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 9 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
Sonar or
Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses do not build charges.
- Individual Multishot bullets can build charges.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
- Instead of drawing ammunition from its reserves, the Dual Toxocyst's Incarnon Form uses a separate "magazine" with each charge producing 30 rounds to a maximum of 270. Once all ammunition is expended, the Dual Toxocyst reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Carnage Reign:
- Increase Damage by +60.
- +33% Direct Damage per Status Type affecting the target.
- Perk 2: Fevered Frenzy:
- Increase Damage by +50.
- On Ability Cast: +5% Multishot. Stacks up to 20x.
- The multishot bonus stacks additively with multishot mods such as
Barrel Diffusion.
- Transference can build stacks.
- The multishot bonus stacks additively with multishot mods such as
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Ready Retaliation:
- On Reload from Empty: +100% Reload Speed.
- Perk 2: Evolved Autoloader:
- +50% Magazine Reloaded/s when holstered.
- Perk 3: Marksman's Hand:
- -50% Weapon Recoil.
Evolution IV[]
- Unlock Challenge: Get 17 consecutive headshots.
- Challenge will reset from inflicting body shots or damage dealt from Companions. Status Effect damage does not reset the challenge.
- Hits landed from multishot count towards this challenge.
- Perk 1: Commodore's Fortune:
- Increase Critical Chance by +20%.
- Perk 2: Neurotoxin:
- On Headshot: +70%
Toxin for 3s.
- On Headshot: +70%
- Perk 3: Ripper Rounds:
- On Kill: +3 Punch Through for 7s.
Tips[]
- The headshot buff can completely counter the weapon's low innate fire rate and max ammo capacity.
- If modded with
Gas, the gas clouds deals a tick of damage each second, each tick has a chance to refresh the "Frenzy" buff.
- Use of the increased zoom module
Hawk Eye can make gaining the headshot buff easier, thus significantly increasing the weapon's damage outputs and versatility.
- The
Scourge synergizes well with these pistols as the speargun can debuff enemies with
Magnetize-like fields on their heads when thrown and left to allow it to recast its debuff at fixed intervals.
- The added
Toxin damage when landing headshots makes the pistols deceptively effective against any shielded
Corpus enemies.
- While under the effects of the triggered buff, the fast fire rate and unlimited ammo, combined with the low critical chance and average critical multiplier make rapid fire bodyshots more viable than aimed headshots.
Hydraulic Crosshairs can be triggered at the same time as the buff, though the low base critical chance makes this mod of limited utility.
- Installing
Steady Hands completely negates recoil while buff is active.
Trivia[]
- The Dual Toxocyst is the first infested dual pistol added to the game.
- Triggering the innate headshot buff or reloading the weapon will cause the Dual Toxocyst's barrel to open up like jaws, connected by infested tissue between its upper and lower parts.
Media[]
Patch History[]
Update 22.12 (2018-02-09)
- Mastery Rank increased from 8 to 11.
- Damage increased from 70 to 75.
- Status chance increased from 35% to 37%.
- Frenzy buff on headshot can now be refreshed while it’s active.
- Frenzy buff duration decreased from 6 to 3 secs.
Update: The Index Preview (2016-10-20)
- Changed condition from ‘Headshot’ to ‘On Hit’ for Dual Toxocysts in Conclave.
- Reduced buff duration of Dual Toxocysts from 6 to 3 seconds in Conclave.
Hotfix 18.10.6 (2016-05-06)
- Fixed the Dual Toxocyst getting ‘excited’ from Sentinel headshots.
Hotfix 18.8.2 (2016-04-13)
- Reduced the Dual Toxocyst’s ‘excited’ fire rate from 500% to the intended 150% in Conclave.
Update 18.8 (2016-04-06)
- Fixed the Dual Toxocyst getting ‘excited’ from elemental status effects.
Hotfix 18.6.2 (2016-03-22)
- Adjusted the audio FX on the Dual Toxocyst.
Hotfix 18.5.1 (2016-03-04)
- Adjusted the audio FX of the Dual Toxocyst.
Update 18.5 (2016-03-04)
- Introduced.
Last updated: Hotfix 22.19.1 (2018-05-03)
See Also[]
- Dual Toxocyst Incarnon Genesis, the Incarnon power-up for the Dual Toxocyst.
CollapseResearch • Clan • Dojo | ||||||
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170 comments
Its on rotation this week go get it now!!!!!
Take note that companions attacks count against the final incarnon challenge
For a very easy final incarnon challenge, just load into any mission with Well of Life to enjoy free headshots on an unmoving, immortal target
I just went to POE at night and shot the eidolon in the face.
With the Incarnon mode and Merulina Guardian, and Arcane Velocity, Yareli has herself a pair of miniguns.
Regular version needs either higher base damage or critical. Even with ms, dam, neg ammo on a min max frame build (r.o.f. arcanes, aura etc.) it can't do much in s.p.
Tried it with -puncture riven with high slash and viral; too weak
Tried it with +puncture and dam riven; too weak.
Tried it with super high corrosive; too weak.
Tried it with viral heat; too weak.
Tried it with cc CD riven, too weak.
Tried it on a box, tried it with a fox, tried them with a mouse, tried them in a house, tried them here and tried them there, these things just don't work anywhere. They didn't work with a lamb, they didn't work in a pan, they just dont work, Sam I am.
Try it with an Incarnon Genesis.
Yes. O.P. here. Just came back to the game after a few months, I did not know incarnon existed. I love them again.
Nice. Have fun. I sure did, with Yareli. Easy red crits.
Ooga booga red crits happy
May someone add this animation bug; in primary fire, the left pistol has a triple recoil whereas the right one is fine.
There is currently a bug that is causing the frenzy buff to unintentionally lower the amount of damage done by the dual toxocysts, I tested this in the simulacrum and confirmed this to be the case as the frenzy buff wearing off returns the lowered damage to normal.
This one is a mystery as to how it even happens.
Further testing has yielded that the bug in question is most noticable on enemies that have no armor
What elements are you using? Frenzy adds toxin
The Incarnon Genesis version of this weapon is Wisp's new signature weapon. A weapon that is both crit and status based which boosts her rate of fire buff. It also ricochets to heads of enemies, and is probably the best weapon I can think of to proc Breach Surge sparks (not that they are really needed with this weapon).
It works fine until harder levels when you need those headhshots (for incarnon) and you are getting pelted from all sides. Disappointing pistol.
I do
Skill issue honestly, yall just bad as fuck couldnt even aim :skull:
LOL huge skill issue right there buddy. Aim Labs has been out for 6 years, it's honestly your own fault if you still can't get headshots. Nobody gon hold your hand for being trash.
I stayed in a 3hr mission with these and harrow, just continuously toasting everything. Didn't go down, and even revived my Mr 30 teammate a bunch of times. Myb try a stunny frame
Pro-Tip: This thing can basically give you +100% multishot (tier 1 evolution) and +100% elemental damage (headshot bonus) for free. You can easily reach ~500% multishot and ~400% elemental damage if you have a riven with +multishot and +elmental. It also has an absurd fire-rate on incarnon mode, so it basically let's you deal crazy amounts of procs per second. Don't go for merciless, deadhead or even cascadia flare on the arcane slot. Pick secondary encumber, incarnon toxocysts deal so many procs that it can boost the damage bonus from the galvanized status mod instantly, netting you a ~1500% damage bonus. You are not going to use hornet strike (obviously), so throw in the galvanized crit mod together with the other 2 primed crit mods and pick the crit evolution for tier 3 and you are going to see some truly crazy exponential runaway of damage going on. I'm not kidding, this thing is way more powerful than even the phenmor, I wouldn't be surprised if it were the highest DPS weapon in the game currently.
Here's the build that I use myself if anyone wants a reference:
https://i.imgur.com/NQzH1PA.png
Agree! Mine work well without riven. Ofcourse far weaker than yours! Use encumber is the godly choice. Use three 3 galvanized + 2 crit mods( ofcourse primed is far better)+ 2 60/60+ 1 other element. If i have riven, i will put riven to that last slot, but i use prime heat here. Need -recoil on exilus mod. The most funny here is it has extreme high % dam( due to galvanized shot on secondary+ evolution), i think about 1000%.
But riven 5 points if i have, and roll for multishot, crit thing and boommmm
I'm running a similar build, but instead of primed heat mod, I'm running the electric one. With secondary encumber giving you free viral, corrosive is really good. My riven has crit damage and fire rate, -magazine. If your riven has multishot I would say that the damage evolution is probably giving you a bit more dps than the multishot one.
I did some testing on this (I have a multishot/electric riven I use instead of Heated Charge). Secondary Encumber isn't a guarantee to have 1 of every status, since it will add stacks to existing ones. This means that sometimes viral can take a while to stack on there. You need an average of 3 more status effects to make up for damage lost by Deadhead. I think the added damage will average closer to 1080% which is about 120% higher than with Deadhead (and the status bonuses you already get), but you have a headshot multiplier and guaranteed viral.
I tested by replacing both 60/60 cold and toxin mods. You lose 120% status chance and elemental damage doing this, and can gain Seeker with either Sharpened Bullets (crit damage) or Lethal Torrent (60/60 fire rate and multishot)
I used a spread sheet to calculate DPS, and there is a slight DPS increase using Secondary encumber. It is up in the air. Using Deadhead gives you more headshot damage and guaranteed viral.
I think it will boil down to what riven you roll.
Incarnon incoming
Still affect Mesa's Peacemaker?
Nope
Real talk, this just needs an Auto-Fire instead of Semi on it's buffed state.
That's all it needs, really.
Honestly have no idea why they have a fire rate buff on a semi weapon. Either buff the damage and remove fire rate buff or turn it auto. I'd prefer turning it auto but it just really needs something
Yeah.
That's precisely what I said.
HOPEFULLY the Incarnon Form will address this, since we're getting one!
They did it for the Knell, but they seem to dislike the idea of making fast-firing semi-auto weapons full auto except under specific circumstances.
DE should make a skin of this. I love the way it looks, but holy hell is it just like a significantly worse version of just about everything. If you do something crazy and compare it to loke Laetum, It might as well not be a weapon at all. That's how much better Laetum is. I mean I know all about power creep but damn bruv. DE dun them guns wrong.
...You're comparing it to one of the currently(and previously) rated top end guns in the game...ya that's too be expected 🤦♂️
I feel like DE honestly nerfed the 'Frenzy' buff way too much, 3 seconds with shit accuracy on the weapon is just too damn short
Landing a successful headshot grants the "Frenzy" buff, increasing fire rate by 150%, increases Ammo Efficiency by 100%, reduces recoil, and gains +100% Toxin damage. The buff lasts 3 seconds and can be refreshed on subsequent headshots.
If you cant get any Mods on this weapon DONT USE.
1 Shot per second with 2 guns?
Reload 2.35 seconds?
Head shots HELP? And give you 1.5 shots per second for 3 seconds, and If you miss 1 of them or dont Fire on 1 of them its GONE?
PLZ, give this Auto reload, Frenzy=4 second. THEN it would be worth the garbage.
When you get Riven for this weapon.. you feel sad. Really sad.
The poor mans Knell.
Trash.
dual toxocyst gives me the big serotonin
After the "rework" of the Frenzy, this gun is so much better, before being able to refresh the buff it was so awkward to use and required keep an eye on the counter way too much, now you can destroy your fingers and shoot forever... I tried like 3 years ago and i completely despised the Dual Toxocyst, now it's one of my favorite secondaries
The only issue is that, this shit is ugly af
I also noticed something weird today June 28 2020, i somehow refreshed the frenzy without shooting. Is this a bug or the Dual Toxocyst has a weird interaction with some procs?
https://youtu.be/rqs2eafopKU