Saryn Prime

Lashing Venom Weapon Platform Saryn | Easy Lazy Gate + Strongest Weapon Buff

by — last updated a month ago (Patch 41.0)

4165,650

A golden blossom conceals deadly nectar. Featuring altered mod polarities for greater customization.

369 VOTES
17 COMMENTS
1
Spores
2
Molt
3
Toxic Lash
4
Roar

ITEM RANK

30

4 / 74

APPLY CONDITIONALS

ENERGY
300
HEALTH
465
SHIELD
370
SPRINT SPEED
1
DURATION
254%
EFFICIENCY
45%
RANGE
34%
STRENGTH
199%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
1,447
7
Fast Deflection

Fast Deflection

+90% Shield Recharge

-45% Shield Recharge Delay

WARFRAME

9
Vigilante Vigor

Vigilante Vigor

+60% Shield Recharge

-30% Shield Recharge Delay

⬤○○○○○

5% chance to enhance Critical Hits from Primary Weapons.

SET: WARFRAME

7
Catalyzing Shields

Catalyzing Shields

x0.20 Max Shield Capacity

x0.20s Full Shield Gate immunity duration

WARFRAME

8
Narrow Minded

Narrow Minded

+99% Ability Duration

-66% Ability Range

WARFRAME

7
Equilibrium

Equilibrium

Health pickups give +110% Energy. Energy pickups give +110% Health.

WARFRAME

8
Blind Rage

Blind Rage

+99% Ability Strength

-55% Ability Efficiency

WARFRAME

9
Venom Dose

Venom Dose

Spores Augment: Hold to cast will grant all allies within 15m an additional 100% Corrosive Damage to their attacks for 40s.

Saryn

7
Primed Continuity

Primed Continuity

+55% Ability Duration

WARFRAME

↑14
Corrosive Projection

Corrosive Projection

Enemies lose -18% Armor

AURA

8
Primed Sure Footed

Primed Sure Footed

+100% Chance to Resist Knockdown

WARFRAME

Arcane Aegis

Arcane Aegis

Molt Augmented

Molt Augmented

Guide
17 Comments
Saryn Prime builds
Builds by ninjase

Lashing Venom Weapon Platform Saryn | Easy Lazy Gate + Strongest Weapon Buff

Mega buff all guns.

SURVIVABILITY

OPTION 1: LAZY GATE
Use a combination of passive shield [Regen] from arcane aegis + [Vigilante Vigor] + [Fast Deflection] (+[Grimoire] or vazarin optional) and active shield gating from molt + [Brief Respite].
Catalyzing Shield is currently bugged to always give 1.33s gate regardless of shield amount regenerated, meaning even if shield recharge regenerates 1 shield you will get the full 1.33s gate. Double shield recharge mods reduces delay to approximately 1s meaning you have a vulnerability window of anywhere between 0s and 1s after shield gate ends depending on if you got hit during the shield gate. Bridge this vulnerability window by active movement (parkour, running), killing stuff before they kill you, molt drawing Aggro and also sources of Overguard such as secondary fortifier [Ocucor] or [Dante] specter. Further passive gating can come from a sentinel running [Guardian] with [Manifold Bond] which restores shields. Molt also cleanses statuses.

OPTION 2: ACTIVE GATE
If you don't mind pressing more buttons constantly, you can use active gating by pressing 2 whenever shields break. This is more consistent than relying on passive gate but requires you to actually pay more attention to the state of your shields. Molt has an instantaneous cast and fully resets shields with catalyzing shield. Swap [Blind Rage] for [Transient Fortitude] and [Vigilante Vigor] + [Fast Deflection] for [Umbral Intensify] and either [Primed Flow] or [Augur Secrets].

BUILD BREAKDOWN

Duration
High duration is for venom dose, toxic lash and roar durations as well as the speed buff from molt.

Efficiency/Energy economy
Negative efficiency can be offset by running [Equilibrium] so you can cast molt on demand for shield gating (full shield restore with [Brief Respite]). Energize is optional for even more energy. Swap [Blind Rage] for [Transient Fortitude] and [Vigilante Vigor] + [Fast Deflection] for [Primed Continuity] and [Umbral Intensify].

Range
None of the abilities need range while using weapons. If you run Expedite Suffering, add [Stretch] over [Umbral Intensify] or [Transient Fortitude].

Strength
Affects the magnitiude of weapon buffs from venom dose, toxic lash and roar.

Archon Shards
Flexible depending on preference:

  • 1 Tauforged Amber Cast speed shards is nice quality of life, making Roar recast faster even without external cast speed active. This is flexible for another emerald +toxin shard.
  • 3 Tauforged Emerald Shards (+toxin damage) - applies a multiplicative increase to toxic lash procs (i.e. 1.9x with 2 tauforged shards).
  • 1 Tauforged Emerald Shards (+max corrosive stacks) - allows you to apply 13 corrosive statuses instead of the usual 10. At 13 this is 98% armor strip which is equivalent to a 8.8x damage multiplier against armored enemies. If you compare this to the usual 10 stacks (80% armor strip is equivalent to 6x damage multiplier against armor), then the relative boost is 8.8/6 = 1.4667x. If you run two regular +corrosive shards to get 14 corrosive stacks, full strip is equivalent to a 10x damage multiplier against armored enemies, but as a relative difference this is only a 10/8.8 = 1.1364x or 14% damage difference which only applies to armored enemies. In comparison running a third Tau +toxin status shard gives a multiplier of (1+ 3 x 0.45)/(1 + 2 x 0.45) = 1.2368x or 24% difference, which applies to both armored and unarmored enemies. Even if you are running an elementalist mod (which is additive to +tox shards), the relative difference of a third tox vs two tox shards is 16%, still higher than full strip.

HELMINTH AND MATHS BREAKDOWN

Roar
Roar and faction mods DOUBLE DIP the toxic lash damage and TRIPLE DIP the gauranteed toxin status from toxic lash. At 350% strength, we get a Roar of approximately 100% which means with a Primed faction mod on the weapon, Toxic Lash is boosted by a total of (1+1+0.55)^3 = 16.5x. Adding 2 tauforged emerald Toxin Status dmg shards makes this 16.5 x 1.9 = 31.35x.

Toxin mods also DOUBLE DIP the Toxin status.

Say we take a weapon with 100 base damage and put two toxin mods on (+150% total), activating 350% [Venom Dose], 105% Roar and Toxic Lash with 2 tauforged Toxin shards will boost damage to:
Raw damage: 100 x 2.05 x (1 + 3.5 + 1.5) x (1 + 0.3 x 3.5 x 2.05 ) = 3877 total damage. This is approximately a 1550% damage buff.
Toxin status: 100 x 2.05 x (1 + 3.5) x 0.3 x 3.5 x 2.05 x 2.05 x 0.5 x (1+1.5) x 1.9 = 9667 toxin dmg / second over 7.5s. This is approximately a 7734% damage buff.

Expedite Suffering
[Saryn]'s passiive increases status duration by 25%, meaning a normal 6s duration for toxin becomes 7.5s, directly boosting the amount of toxin damage compressed through Expedite Suffering by 25%.

If we take a primary weapon buiild with 100 base damage, 1 fire rate, add [Galvanized Chamber], [Serration] + arcane, two toxin mods, primed faction mod, [Vile Acceleration], we can apply 218,347 toxin status dmg in about 1 second of shooting. Casting Expedite suffering compresses the 7.5s of these procs into a single instance of toxin damage, and multiplies it by strength, giving 5.7 million damage. Adding crits and viral priming onto this could push this further by an order of 20x to 114 million damage from just a single second of dealing damage.

ARSENAL:

SOBEK

[Acid Shells] on [Sobek] is a mod that allows Toxic Lash to spread across a map via a chain reaction while scaling off %HP. This is because kills made via Toxic Lash can trigger [Acid Shells] which explodes in a 15m radius and deals 450 damage + 45% max HP (currently bugged to not account for steel path modifier meaning its much weaker than it should be), and enemies caught in the 15m radius take a Toxic Lash damage instance which scales off the %HP as 'base damage' which subsequently kills them. They then explode again in a 15m radius and triggers Lash on all enemies in range, chaining forever as long as there are enemies standing within 15m of each other (requires line of sight).

JAT KITTAG
Jat Kittag (Slam): https://overframe.gg/build/692355/

If you want to slam, [Jat Kittag] with [Vulcan Blitz] has the same chaining mechanic but a MUCH lower radius of 6m, which means it basically cannot chain very far.

KUVA OGRIS

[Kuva Ogris] is a very weak weapon by itself, but the augment [Nightwatch Napalm] creates lingering AOE fields of heat damage over 6s, which can trigger Toxic Lash on all enemies that walk into the field and thus continue killing enemies throughout the map. This makes it the highest trash clear KPM possible in the game when paired with [Saryn] since it can be dispersed throughout a tile continuously to kill new spawns almost the moment they spawn in.

OCUCOR

Ocucor is the most 'lazy/comfortable' Saryn weapon because it creates seeking tendrils that effectively auto-aims for you and has an augment called Sentient Surge that makes it auto-reload on kill while also boosting critical chance and status chance. [Ocucor] by itself is also very weak but with [Saryn] level buffs it can be made to kill up to levelcap enemies without trouble. The arcane Secondary Fortifier also steals overguard meaning you can just hold down the fire button running around the map while Ocucor auto aims, auto reloads and auto regenerates overguard without worrying about survivability.

VERMISPLICER

Primary Vermisplicer is a kitgun that has an auto-aiming beam that chains when it hits enemies and also has access to the mod [Combustion Beam]. [Combustion Beam] is like an extremely weak version of [Acid Shells] in that it can trigger an explosion on death with 600 base damage in a huge 18 m radius (vs [Acid Shells] which is 450 + %45HP in 15m radius), which can then trigger toxic lash in 18m but scaling off the 600 base dmg only. Therefore in order to make it usable, the strongest possible buffs/debuff are required e.g. exactly what [Saryn] + roar can offer. This would be made more viable alongside AOE armor strip (e.g. spores or corrosive procs) and viral status (e.g. from panzer/hound). Other beams can utilise [Combustion Beam] too e.g. [Tenet Glaxion] but [Vermisplicer] feels the best since you don't have to aim, can use Pax Charge for passive reload and fits thematically as a 'toxic' weapon.

TENET DETRON

This is basically the secondary version of [Acid Shells] but with MUCH lower range pf 6m instead of 15m meaning enemies must be extremely close together (within 6m of each other) in order for the effect to chain.

SPINNEREX

[Spinnerex] is like a weaker melee version of [Combustion Beam], where enemies killed after being hit by [Spinnerex] explode for 450 toxin damage in a 10m radius, which can trigger further Toxic Lash scaling off the 450 dmg, allowing this to chain in 10m intervals. AOE viral and armor strip are required.

DUAL ICHOR INCARNON

[Dual Ichor] Incarnon passive causes kills from [Dual Ichor] to create a cloud or field that persists for 7s that deal 350 toxin damage per second in a 4m radius. The fields have a 50% status chance that cannot be changed by any mods or evolution. The damage of the cloud scales from +damage (e.g. [Pressure Point], [Spoiled Strike], Incarnon bonus, Arcane [Fury]), +element (e.g. [Primed Fever Strike], [North Wind] etc) and has 0% crit chance with 1x crit multiplier. The damage instances of the cloud will then proc toxic lash which scales off 350 x damage x element which is a decent amount of damage. Enemies killed by the subsequent toxic lash create a further 7s cloud, effectively 'refreshing' the clouds. This allows clouds to self propagate but this does not really 'chain' across a map effectively due to the small 4m range unless enemies are very closely packed together.

WEAPONS WITH A TOXIC/INFESTED THEME AND/OR AOE
Dual Ichor (standard melee influence): https://overframe.gg/build/572811/
Bubonico: https://overframe.gg/build/434502/
Mutalist Cernos: https://overframe.gg/build/624769/
Akarius Prime: https://overframe.gg/build/591659/
Sporelacer (secondary): https://overframe.gg/build/267804/
Proboscis Cernos: https://overframe.gg/build/438592/
Torid (pure viral): https://overframe.gg/build/572820/
Embolist: https://overframe.gg/build/624806/
Zymos: https://overframe.gg/build/218337/
Dual Toxocyst (use viral or pure toxin): https://overframe.gg/build/472561/
Catabolyst: https://overframe.gg/build/842575/