Sinus Infection

**Sinus Infection** is a passive item added in *The Binding of Isaac: Afterbirth †*.

## Effects

* Adds a 20% chance to fire a booger tear that stick to the first enemy that they come in contact with and deals damage over time.
	+ Each booger deals damage equal to Isaac's tear damage every second.
	+ The booger lasts for 60 seconds or until the enemy dies.
		- The booger lasts 10 seconds.

## Notes

* Boogers tears cannot pierce through enemies.
* Multiple boogers can stick to one enemy to deal extra damage.
* Booger tears pass through fireplaces and bombs even without piercing shots.
* Boogers cannot inflict status effects, even if the booger's appearance changes.
* The booger falls off the enemy after they die. If it hits another enemy before it touches the ground, it will stick to them and deal damage.
* Sinus Infection is extremely effective against bosses. If each booger tear lasts for the full 10 seconds, this item effectively triples Isaac's DPS against bosses.
* Jumping enemies or bosses like Monstro and Leapers and burrowing enemies like Round Worms and Lumps can get rid of the booger when they leap or burrow.
	+ Bosses like The Harbingers or Dark One, or enemies like Oob that have dash attacks do not lose the booger when they go off-screen.
* The tear-sticking effect is similar to  and 's.
* The  trinket's effect is almost identical to Sinus Infection, with an added homing bonus but half the activation chance.
	+ When Isaac is holding both Nose Goblin and Sinus Infection each booger tear created by the item has a 50% chance to also have homing.
* Not affected by Luck.

## Synergies

* ///: Every tick of damage Isaac’s tears deal have a chance to attach a separate booger tear on a hit enemy.
* : Booger tears will split into split booger tears that can attach to enemies.
* : Explosivo tears can also be booger tears which damage the enemy over time while stuck to them before exploding.
* : Shots retain their aura while stuck to an enemy, but the aura can damage only enemies other than the booger victim. If the enemy dies before the booger’s maximum duration, it will resume homing and will often stick to a second enemy.
* : Damage instances from boogers attached to enemies have a 100% ( 50%) chance to spawn a Blue Fly.
* : All tears have a chance to burst into boogers. Boogers will always burst into more boogers, though some of the boogers may incorrectly appear to be normal tears. When a booger sticks to an enemy, it will burst into 8 boogers which have a high chance of sticking again to the same enemy.
* : Boogers that stick to enemies will block shots, and will not be destroyed in the process.
* : Booger shots lose the Polyphemus pierce effect, but stick to enemies while dealing the full damage of the Polyphemus shot. Damage does not degrade.
* : Swings and projectiles have a chance to apply boogers on enemies.
* : Attraction effect will remain on the booger shot stuck to an enemy. This can drag the enemy across the whole room until they reach one wall and get stuck on it, effectively disabling their normal movement.
* : The laser also has a chance to apply boogers on enemies.
* : Hit enemies have a chance for a booger to be applied to them.
* : The laser can also apply boogers with the laser’s chance to apply boogers being determined rapidly every tick.
* : Boogers can be connected with electricity while being attached dealing large amounts of damage to the booger victim.

## Interactions

* ////: Overrides Sinus Infection.
	+ : Booger tears will still appear, but will act identically to other Ipecac shots.
* /: Booger tears will not split after killing enemies.
* //: Overrides Sinus Infection.
* : Holy light strikes do not activate on booger shots.
* /: Orbiting tears that stick to an enemy will return to the ring if the enemy cannot be stuck to anymore before the tear's duration ends.
* : Lightning strikes do not activate on booger shots.
* /: The laser is unaffected by Sinus Infection.
* : The large tear has a chance to stick to enemies. The tear cannot be controlled while it is stuck to an enemy, and cannot be removed until the enemy has died.