Zymos

Zymos is an Infested pistol that releases explosive spores. On headshots, the spores burrow into the target, stunning and dealing continuous damage before exploding to release 6 additional spores that seek nearby enemies.
==Characteristics==
This weapon deals primarily damage.
Advantages:
*High and good damage – effective against armor and shields.
*Above average critical multiplier.
*Very high status chance.
*Shots have a guaranteed proc.
*Shots explode in a 3.3 meter radius upon impact with a surface or enemy, inflicting damage.
**Innate damage – bypasses Shields.
**Headshots stun targets for 1.1 second and deals continuous damage before exploding for 953 damage and knocking down the initial target, then scattering 6 spores that home-in on nearby enemies within 20 meters, dealing 23 damage on contact with a guaranteed chance to proc on targets over 7m away from the initial target in addition to 333 damage in a radius each.
**Initial hit and explosion apply status separately.
**Explosion does not need direct line of sight to deal damage and will penetrate walls.
**Can benefit from ().
*Innate and polarities.
Disadvantages:
*Very low critical chance.
*Very low fire rate.
*Very slow reload speed.
*All projectiles have travel time.
*Explosions inflict self-stagger.
*Explosion has linear damage falloff from 100% to 70% from central impact.
*Headshot explosion delay allows enemies to move out of the explosion range.
*Extremely low ammo capacity; requires just 3 reloads to fully deplete all ammo reserves.
==Acquisition==
Zymos is acquired by reaching Rank 1 - Stranger with the Entrati. Father sells the main blueprint for and component blueprints for ; a total of is needed for all parts. The main blueprint is also offered as a rank-up reward.
==Notes==
*One barrel blueprint is required to reach Rank 1 - Clearance: Agnesis with the Necraloid.
*Since headshots stun the target to then release the spore projectiles, if an enemy cannot be 'stunned' (Demolisher, enemies with Overguard) then the spores will never spawn.
*Initial 953 damage explosion will almost always be affected by headshot and headcrit bonuses, receiving double damage in addition to double critical multiplier.
* from the initial explosion are affected differently by mods and buffing effects.
**Base damage from mods like and apply to the , but do not apply to the 333 explosion.
***Spores randomly select targets within 20m of the host target. This range is not affected by .
***Spore contact damage has a guaranteed chance to proc on secondary targets more than 7m away from the host target, but has 0% natural status chance to proc modded elements.
**Elemental mods apply normally.
**Faction Damage applies normally.
**Multishot increases the number of initial projectiles, but not the 6 spores that are released from each explosion.
**Critical Chance and Critical Damage bonuses are applied squared.
** are applied twice. They are multiplied by modded critical chance once, and then added after that.
***
***
**For example, with , and , the secondary projectiles have: 
***Critical Chance: 
***Critical Multiplier: 
**Shooting the initial projectile through sources of projectile buffs like 's or 's Orbs will not affect the secondary projectiles.
***If the placement of and 's Orbs is positioned so that the secondary projectiles pass through it, they will gain the bonuses.
**Spores will still be generated even if the target dies from the initial headshot.
==Tips==
* in the Exilus slot or Cyte-09's Resupply will make up for the low maximum ammo.
*The low fire rate, lack of damage, and forced procs on both the main projectile and homing spores make a viable option, especially if the Zymos has been modded to deal damage.
*Due to the unusual nature of the weapon's critical scaling, critical modifiers are very effective despite the 5% base crit chance.
**Flat Critical Chance bonuses from 's , 's , , and are affected once by multiplicative Critical Chance bonuses before being applied again.
* and can use and respectively to turn a single enemy into an invulnerable spore "fountain" as both abilities keep their victims upright and invincible for their durations. Xaku in particular can prolong Gaze's duration via on top of Gaze reducing the defenses of any enemy in its range.
** is a subsumable option that can also immobilize an enemy for headshots.
==Bugs==
*In multiplayer, poor to moderate network conditions can cause spores to never appear, despite landing headshots. Spore explosions also never occur regardless of network conditions.
==Trivia==
*The Zymos was first seen and wielded by the Zealot Proselytizer in the third episode of Nightwave: Series 2 – The Emissary.
*Upon performing a headshot on an enemy, the enemy's head with swell up with an audible inflating noise before the spores explode. The inflation is subtle compared to the more drastic effects of the , and quickly reset upon the explosion.
*Zym/o is a word part meaning Enzyme or Ferment.
==Media==
Keratinos and Zymos.jpg|Zymos wielded by Ember and Keratinos wielded by Excalibur
File:Tim-bergholz-chamferzone-com-screenshot098.jpg
File:Tim-bergholz-chamferzone-com-screenshot099.jpg
File:Tim-bergholz-chamferzone-com-screenshot096.jpg
File:Tim-bergholz-chamferzone-com-screenshot097.jpg
File:Tim-bergholz-chamferzone-com-screenshot039.jpg
File:Tim-bergholz-chamferzone-com-original.jpg|Concept art
Zymos Review - Head Bursting Spore Gun (Warframe)
==See Also==
*, the melee counterpart to this weapon.
==Patch History==
es:Zymos
uk:Зим