The Cyanex is an Amalgam autopistol produced by the Corpus that incorporates
Sentient technology in its design. It fires bouncing homing projectiles that deal
Gas damage, complemented by its high status chance. Its Alternate Fire consumes the remainder of the magazine as a single automatic burst with deadly accuracy and low recoil, but without
Gas damage and the homing and bouncing properties.
Characteristics[]
- This weapon deals primarily
Impact on its Primary Fire and
Slash damage on its Alternate Fire.
- Primary Fire launches homing projectiles.
- High
Impact damage – effective against Grineer.
- Innate
Gas damage – effective against Deimos Infested.
- Homes in on enemies within 15°.
- Projectiles ricochet once and can bounce off of enemies.
- This allows one to fire at a wall and kill an enemy behind cover, or kill two enemies with one shot, supplemented by its homing ability.
- Projectiles explode in 0.7 meter radius on impact with a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Explosion can benefit from
Fulmination (
Primed).
- Homing ability of projectiles is hampered by a wide arc, and can often ignore close-range enemies unless aimed point-blank.
- High
- Alternate Fire unleashes all remaining rounds in the magazine as a single full-automatic burst with increased fire rate.
- High
Slash and
Puncture damage; effective against health and armor.
- Very high accuracy and low recoil.
- Innate 0.5 meter punch through and Infinite Body Punch Through.
- Benefits from magazine increasing mods to further increase the burst's damage.
- High
Advantages over other Secondary weapons (excluding modular weapons):
- Projectile Impact (wiki attack index 1)
- Above average ammo max (210)
- High status chance (32.00%)
- Projectile Explosion (wiki attack index 2)
- High fire rate (4.67 attacks/sec)
- Above average ammo max (210)
- High status chance (32.00%)
- Burst Mode (wiki attack index 3)
- Above average status chance (32.00%)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Primary Fire:
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 80% from central impact.
- Low magazine size for its fire rate; requires frequent reloading.
- Projectiles have travel time.
- Second lowest critical multiplier of all secondaries, after uncharged
Epitaph.
- Extremely low accuracy, although mitigated by its homing capabilities.
- Projectile Impact (wiki attack index 1)
- Low crit chance (8.00%)
- Low reload speed (2.20 s)
- Below average magazine (11)
- Low disposition (●●●○○ (1.00x))
- Very low crit multiplier (1.40x)
- Projectile Explosion (wiki attack index 2)
- Below average active falloff slope (3.5m/%)
- Low crit chance (8.00%)
- Very low maximum falloff distance (0.7 m)
- Low reload speed (2.20 s)
- Very low total damage (41)
- Low disposition (●●●○○ (1.00x))
- Very low crit multiplier (1.40x)
- Burst Mode (wiki attack index 3)
- Very low crit chance (8.00%)
- Low reload speed (2.20 s)
- Below average magazine (11)
- Below average total damage (72)
- Very low crit multiplier (1.40x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Cyanex's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 5 |
![]() 8,750 |
![]() 250 |
![]() 1 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research![]() | |||||
![]() 7,500 |
![]() 30 |
![]() 300 |
![]() 2,250 |
![]() 10 |
Time: 3 Day(s) |
Prereq: Spectra | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[]
- The Alternate Fire of the Cyanex will eject all of the remaining ammunition in the magazine in a single burst.
- Base effective fire rate is 12.5 rounds per second.
- If buffed with unlimited ammo such as from the Reactant Buff, the weapon will only fire its current magazine amount at a time, with small delays between each trigger pull.
Known Bugs[]
Galvanized Shot is multiplicative to base damage sources on direct hits in both firing modes.
Tips[]
- Due to the pistol's tendency to run out of ammo very frequently it may be wise to use mods that increase reloading speed, such as
Quickdraw and
Stunning Speed.
- Equipping a Riven mod with a negative Projectile Speed stat greatly improves the gun's tracking capabilities.
Trivia[]
- The weapon's name is very likely derived from Cyanide, a highly toxic chemical compound.
- The Cyanex and
Komorex are the only two Energy Lab Research weapons with a 12 hour build time.
- The codex description for the Amalgam Machinist, an enemy that uses this weapon, refers to the Cyanex as a "plasma assault rifle" despite being a pistol.
- Incidentally, Cyanex is also brand name for a collection of chemicals used in extracting various metals such as Ni, Co, Mo and Li.
Media[]
Patch History[]
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Secondary Weapon Ammo Pick Up Overrides
20 Ammo per Pick Up:
- Cyanex
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Update 30.7 (2021-09-08)
- Fixed the Cyanex causing a parried reaction (knock back) versus certain enemies.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Cyanex: 20%
Update 27.2 (2020-03-05)
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
- Cyanex
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Cyanex: 1->0.85
Update 25.7 (2019-08-29)
- Fixed Cyanex’s Alt Fire not being affected by Fire Rate Mods.
- Fixed the Cyanex canceling heavy throw animations if your magazine is empty. As reported here: https://forums.warframe.com/topic/1123316-cyanex-glaives/
Hotfix 25.0.4 (2019-05-28)
- Removed self damage from the Cyanex.
Update 25.0 (2019-05-22)
- Introduced.
Last updated: Update 25.0 (2019-05-22)
See also[]
Komorex, the primary counterpart to this weapon.
Akarius, another secondary with homing projectiles.
Pandero (
Pandero Prime),
Kuva Kraken and
Tenet Detron, secondaries with similar alt-fire burst abilities.
CollapseResearch • Clan • Dojo | ||||||
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80 comments
Bruh 2024 arcane Enervate, and Cyte-09
I came here to read this
Gun CO bug is fixed on both fire mode.
Awesome
Stealth change? Or is there a patch note associated?
This is VERY fun with arcane pistoleer / or any ammo efficiency
You can hold the trigger and spam it (prob bc of full auto accessibility setting)
Neuron activation simulator
Even better with a -Projectile speed riven, u get to watch the pellets float around
"Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions."
This has to be untrue, because I keep proc-ing Arcane Precision with this weapon.
Get 100% status chance helped by riven, as much multishot as possible, unranked lethal momentum to make it not ass slow...cascadia empowered. You have a perfect panic lazy gun to throw in the direction of anything you want to see gone.
Will it smoke Gruzzlings? >:(
Such a cool little gun. Shoots out homing projectiles that explode on impact AND bounce off of surfaces/enemies on top of having multiplicative gun CO for both alt fire and direct primary fire hits. With the new status damage mod (that also adds reload speed, which this gun really needs) this gun is great. Poor crit stats don't even matter bc of this. What does matter is its garbage fire rate + magazine size to reload speed ratio. (to be fair, homing is not the most consistent either, but the sheer quantity of projectiles make up for that)
I think there's a good chance we will see a nightwave augment for this one along with komorex (another banger weapon) that will hopefully fix its magazine issues and maybe some interesting quirk. As for tennet/prisma/vandal variant... since its an amalgam weapon, maybe some sentient liches in the future. Fingers crossed.
The magazine size kinda kills the weapon unless using ammo efficiency. It is a fun weapon with the homing totally agree.
Since I'm done w warframe, here's a secret glitch involving Excalibur umbra and cyanex:
(Note: this glitch also works with other aoe weapons on excal umbra but requires further testing to give specifics)
Get your cyanex and set it up for mostly just toxin damage and decent status chance. Your excal umbra build can be just about anything, probably just add pistol amp.
Go into index with no other weapons and go into crouch operator mode. Excel umbra will start firing the cyanex at enemies.. however rather than them taking some meager damage, they will instantly die in under 1 second. What's happening is the toxin procs are doing insanely high damage. This works with other certain aoe weapons on him as well, but cyanex is auto tracking and hits multiple enemies easier.
I'm not sure why this works but my guess is that its something to do with stealth multipliers, the aoe blasts being 'indirect' hits or perhaps just a coding error. This does not work outside of index last I checked.
You can use this glitch to clear index without doing much besides just picking up the points. Its recommended to pick up the points all at once so as to not drain operator energy, or having teammates do points. Its also amazing for solo. This doors not scale up super well but does allow you to beat roughly 5 rounds of index lightning fast. (Also see zenistar comments for a similar/better glitch.)
Not a glitch, ts just toxin damage skipping shields
Laughs in your "secret glitch" just because you don't understand what's going
No it isn't the toxin damage ignoring shields. Using Cyanex normally with the same build sucks. It only specifically works on Excalibur umbra and only while you are invisible.
*Laughs at weird angry commenters above who doesn't understand what's going on.*
Yeah, restarted dudes. INDEX ENEMIES HAVE ARMOUR, TOXIN DOESN'T GO TROUGH ARMOUR.
Without ammo efficiency in some form, not great. With, not bad.
Very powerful secondary. Might be a little late to the party, but it's definitely worth investing into it
Finally managed to snag a cheap Riven for it and I'd like to mess around with it (maybe coupled with Arcane Pistoleer or Energized Munitions?) and TRY to make it viable for stuff like SP and Circuit running: fun thing is, it actually managed to scale pretty decently with the default build and the status Decrees.
It's also mildly amusing how scarce Cyanex Rivens were on PS. Had a fun talk with one Tenno that was adamant on asking 200+ for one a few days ago, and while I definitely didn't buy it I couldn't blame him for the price and for trying to capitalize on something that niche and TECHNICALLY rare (no results for several days, guess they all went into the blender as soon as they were rolled?). A pretty fun, non-toxic interaction when haggling for Rivens was... unexpected,
Anecdotes aside, how would you go and build the Cyanex?
Viral and impact to slash conversion. It works well but SP is kinda debatable. Arcane pistoleer is absolutely amazing on it and turns defense missions into spin and hold trigger. My build has about 65,000 kills but I mostly use it outside of SP.
If it had a lot more crit I would actually use it
Like if it had 34% cc 2.4x cd It would be my most used secondary by far but it sadly doesn't...
DE pls buff
Harrow and avenger take it to 103 on body shot and 253 on headshot
Works pretty well with full duration energized munition Gauss.
The speed and chaos are worth it too
Prime when?
It's a Corpus design. So Vandal?
Since it is a Sentient Hybrid weapon... would it even be a Vandal, though? We don't even know what Specialized Sentient weapons have as their prefix yet. Hybrid weapons would probably cause even more confusion in regards to such.
Maybe they could take inspiration from the archon shards and say it's Tau-forged as the prefix
The Scarlet Spear event gave us the Ceti Lacera, so Ceti seems as likely as anything for a sentient prefix.
This is a very good weapon for Mag. The primary fire ignores her bubbles allowing you to hang out inside the bubbles and kill enemies outside of it. The secondary fire follows normal rules for projectiles and Magnetize.
?? Primary fire works fine in mag bubble.
A bit of a late comment, but as the first tenno said, the primary fire is unaffected by magnetize / void procs / enemy zephyr 3 (in simulacrum with friendly fire, or while rad-proc'd) / etc, while the alt fire synergizes well with magnetizing effects due to having infinite body punch through. Sleeper OP synergy with Xata's Whisper btw.
Late edit - apparently this has been fixed, not sure when though; primary fire is affected by magnetize / void procs / enemy zephyr 3 now.
Cyanex Ricochet seems to count as melee when hitting enemies at least in terms of energy drain for Ivara
The homing makes some of the mastery rank tests really easy
Alt-fire has punch-through that pierces Kyta Raknoids, however when used with magnetize, it seems to expire after a number of strikes.
It's odd, it actually -can- get headshots sometimes versus humanoid targets. It's just very rare. Maybe it's only happening on ricochet.
Do the projectiles have a lifespan?
The homing is Very Nice