The Base Gammacor enters the field with a base Damage of 16 Magnetic. You won’t be using any IPS mods here, so stick with your Elemental builds. You are able to mod for Electric and Cold Damage specifically, so there are no additional restrictions on Element types and combos. With a high Status Chance of 20% and low Crit Chance at 8%, Elemental Damage will be served well. Being innately Magnetic, it is well suited to strip Corpus Shields, but less effective against the Grineer. Adding Corrosive can counter this to make it a defense stripper. When fired, the Gammacor does not start at full power. There is about a 0.5 second Damage ramp-up from 25% to 100%. About 0.8 seconds after you let go of the trigger, your Damage output will begin to ramp back down over 2 seconds. You have a decent Ammo Pool, so as you get used to it, keeping the trigger down as much as you can will help keep your Damage up.
There are nearly no drawbacks to upgrading to the Synoid Gammacor when able. First is a Damage boost from 16 to 20, still innately Magnetic. A big Crit Chance boost to 20% as well as an even higher Status Chance, increasing to 28%. You’ll still have the Damage ramp-up, but the low end is 30% now instead of 25%, and it’ll also give a Range boost from 25 meters to 40 meters.
The Synoid version also gains a Naramon (-) Polarity to go alongside the original Vazarin (D) one. Being a Syndicate Weapon, you also have the faction bonus effect. For Suda’s Synoid Weapons this will be Entropy, which triggers as Affinity is earned. When triggered, you’ll hit enemies within 25 meters with a 1,000 Magnetic Damage blast as well as guaranteed Status Effect. You’ll also receive a 25% base Energy increase for 30 seconds and recover 25% of your base Energy.