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Synth Reflex
Warframe · Mod

Synth Reflex

Warframe Exilus mod that briefly increases Bullet Jump strength when equipped.

Released Nov 8, 2018

Synth Reflex provides a short Bullet Jump bonus on equip: 10% at rank 0, rising to 40% at maximum rank, with the effect lasting 2 seconds. Consider it for movement setups that value this brief trigger; it does not provide a continuous parkour bonus.

TypeWarframePolaritymaduraiMax rank3Base drain4VariantStandardRarityRare
Synth Reflex GUIDE

Understand Synth Reflex

Useful when…

  • Use in a Warframe Exilus slot when the brief Bullet Jump bonus on equip is useful to your movement pattern.
  • Compare with parkour mods that provide different effects, such as velocity, glide duration, or a Bullet Jump effect.

Effect and timing

On equip, Synth Reflex grants a Bullet Jump bonus for 2 seconds. The bonus is 10% at rank 0, 30% at rank 2, and 40% at rank 3. Because the listed trigger is “On Equip,” do not read this as an always-on increase.

wiki.warframe.com ↗

Slot, polarity, and rank cost

This Rare, standard Warframe Exilus mod has Madurai polarity, base drain 4, and maximum rank 3. The listed rank 2 to 3 step costs 120 Endo and 5,796 Credits. Ranking raises the brief bonus from 30% to 40%; whether that is worth the cost depends on how much you value the short effect. No incompatible names are listed.

wiki.warframe.com ↗

Different parkour options

Battering Maneuver is also an Exilus mod and lists parkour velocity, Aim Glide/Wall Latch duration, and Impact on Bullet Jump. Firewalker lists parkour velocity, Aim Glide/Wall Latch duration, and Heat on Bullet Jump. Armored Acrobatics is a Conclave-variant mod whose listed effects concern damage resistance during Bullet Jump and mobility. Their effects differ from Synth Reflex’s brief on-equip bonus, so compare the specific effect you need rather than treating them as interchangeable.

Limitations and tradeoffs

  • The 40% bonus lasts 2 seconds and is tied to the “On Equip” trigger.
  • The Exilus slot and mod capacity compete with other movement choices; ranking costs Endo and Credits.

Common mistakes to avoid

  • Assuming the Bullet Jump bonus stays active continuously; its listed duration is 2 seconds.
  • Confusing the on-equip trigger with the other parkour mods’ listed velocity, duration, or damage effects.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0On Equip: +10% Bullet Jump for 2s400
1On Equip: +20% Bullet Jump for 2s5301,449
2On Equip: +30% Bullet Jump for 2s6904,347
3On Equip: +40% Bullet Jump for 2s721010,143

These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.

References and version

Game data version: Pinned public export

Synth Reflex — WARFRAME Wiki ↗wiki.warframe.com ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Warframe Public Export ↗Raw game data (JSON) ↗wiki.warframe.com ↗

Original data record ↗

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Fusion cost and capacity

0Endo
0Credits
4Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0On Equip: +10% Bullet Jump for 2s400
1On Equip: +20% Bullet Jump for 2s5301,449
2On Equip: +30% Bullet Jump for 2s6904,347
3On Equip: +40% Bullet Jump for 2s721010,143

Slot polarity changes drain; fusion prices depend on mod rarity and family.

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