This article is about Isaac's primary weapon. For the attribute of the same name that governs the rate of fire, see Tears. For debuffs that can be inflicted on monsters, see Status Effects.
Tear Effects modify Isaac's primary weapon — tears. A few of the most common tear effects are listed below.
Completely diverts from their original path to seek nearby enemies. The distance homing tears can travel is determined by the range stat. The friction of Sacred Heart's and Seraphim's homing effects have a lower value than other sources of homing, meaning the tears won't go as far.
Can travel through enemies (but not obstacles) without breaking on impact. Once a single target or a segment of an enemy has been hit by a piercing tear, it can no longer take damage from that tear. However, piercing effects also remove knockback.
Can travel through obstacles (but not enemies) without breaking on impact. Spectral tears can be used to safely dispatch most types of monsters from behind obstacles, or over them in combination with flying. Allows tears to pass through both enemies and obstacles if combined with Piercing.
Makes tears bounce off walls, enemies and environmental objects. Tears that bounce off of enemies bounce in random directions, whereas tears that bounce off of walls and other objects bounce directly back. When tears bounce from enemies, they become able to hit the same enemy again should they bounce off of another enemy or obstacle.
Tears are replaced with a blood laser beam that pierces through all enemies and obstacles in its path and deals high damage. Can only be fired after a short charge-up period.