For the aura mod, see Corrosive Projection.

DAMAGE EFFICACY
x1.5 damage to Grineer
x1.5 damage to Kuva Grineer
x0.5 damage to Sentient

STATUS EFFECT
Created by combining DmgToxinSmall64 Toxin and DmgElectricitySmall64 Electricity damage.

DmgCorrosiveSmall64 Corrosive temporarily removes up to 80% of the target's armor value with multiple stacks.

DmgCorrosiveSmall64 Corrosive Damage is one of the six secondary elemental damage types, composed of DmgToxinSmall64 Toxin and DmgElectricitySmall64 Electricity damage. Deals increased damage to Grineer and Kuva Grineer, but reduced against Sentient. Its Status Effect temporarily degrades enemy Armor.

Status Effects[]

General[]

The status effect of DmgCorrosiveSmall64 Corrosive damage is Corrosion. It temporarily degrades the armor of the afflicted target by 26% for 8 seconds. Subsequent procs further reduce armor by 6%, culminating in a total armor reduction of 80% at 10 stacks, with each stack having its own duration. Any stacks applied after the 10th will replace the oldest stack.

EmeraldArchonShard Emerald Archon Shard can increase the maximum DmgCorrosiveSmall64 Corrosive status procs by +2 (+3 for TauforgedEmeraldArchonShard Tauforged). Applying 14 stacks can fully remove all armor for the duration of the status.

HydroidIcon272 Hydroid's passive causes enemies damaged by him to be permanently more vulnerable to DmgCorrosiveSmall64 Corrosive status, with the first proc degrading 50% of armor, allowing him to have 100% armor reduction at 10 stacks. This vulnerability can come from any source of DmgCorrosiveSmall64 Corrosive procs, not just from Hydroid's weapons or abilities, as long as he has damaged the enemy.

Enemies affected by a DmgCorrosiveSmall64 Corrosive proc will be covered in a faint green, electricity-like substance. Enemies killed while affected by a DmgCorrosiveSmall64 Corrosive proc will have their corpses partially corroded and dissolved.

DmgCorrosiveSmall64 Corrosive status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following:
Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)

  View detailed examples  

For example, a full 4-player squad with max-rank Mod TT 20px Corrosive Projections, an active DmgFireSmall64 Heat proc, and max stacked DmgCorrosiveSmall64 Corrosive proc will result in an enemy's armor being reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] × (1 - 18% × 4) = 2.8%.

If only one player has a max-rank Mod TT 20px Corrosive Projection with the above statuses, an enemy's armor would instead be reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] × (1 - 18%) = 8.2%.

An active DmgFireSmall64 Heat proc, and max stacked DmgCorrosiveSmall64 Corrosive proc without Mod TT 20px Corrosive Projection would result in an enemy's armor being reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] = 10%.

Currently, the only non-ability method to completely remove armor is to use Mod TT 20px Shattering Impact, Mod TT 20px Sharpened Claws or a dagger in tandem with Mod TT 20px Amalgam Argonak Metal Auger.

Railjack[]

DmgCorrosiveSmall64 Corrosive does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Corrosive Sources[]

Main article: Category:Corrosive Damage

Weapons[]

Main article: Category:Corrosive Damage Weapons
Weapons with Corrosive damage
Name Slot Class Attack Name DmgCorrosiveSmall64 Corrosive Majority
Catabolyst Catabolyst Secondary Pistol Primary 53 100.00% DmgCorrosiveSmall64 Corrosive
Caustacyst Caustacyst Melee Scythe Normal Attack 103 39.62% DmgCorrosiveSmall64 Corrosive
ScourgePrime Scourge Prime Primary Speargun Projectile Impact 80 100.00% DmgCorrosiveSmall64 Corrosive
Scourge Scourge Primary Speargun Projectile Impact 70 100.00% DmgCorrosiveSmall64 Corrosive
Stug Stug Secondary Pistol Blob Explosion 75 100.00% DmgCorrosiveSmall64 Corrosive
Synapse Synapse Primary Rifle Normal Attack 20 100.00% DmgCorrosiveSmall64 Corrosive

Mods[]

Enemies[]

Abilities[]

Info

  • Hydroid expends EnergyOrb25 energy to mark a targeted location for orbital bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water missiles from above to strike the marked area 3 / 5 / 8 / 10 meters in radius for AbilityDurationBuff4 / 6 / 8 / 10 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing AbilityStrengthBuff150 / 175 / 225 / 300 DmgCorrosiveSmall64 Corrosive damage with a 100% status chance and RollingDroneAvatar Stagger to enemies within a AbilityRangeBuff5 meters explosion radius.
    • Damage does not bypass obstacles in the environment and does not diminish with distance.
    • The barrage will be centered on the spot where the reticle is pointing up to the first solid object within view. This allows Tempest Barrage to be cast at distant locations as long as one has line of sight. Note that it tends to fall short if cast through a door or gateway.
    • When cast on SnowGlobe130xWhite Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
  • Ability Synergy:
    • Hydroid's Passive allows the first DmgCorrosiveSmall64 Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
  • Tempest Barrage is a One-Handed Action that allows casting during movement, while midair, and on ziplines.
  • Can be recast while active to create multiple barrage instances.
  • Water missiles and their impact indicator circles are affected by Hydroid's chosen Warframe energy color.
  • Breaks containers and damages turrets/cameras.
  • Subsuming Hydroid to the Helminth will offer Tempest Barrage and its augments to be used by other Warframes.

Augment

ViralTempestMod
Main article: Viral Tempest

Viral Tempest is a Warframe Augment Mod for HydroidIcon272 Hydroid where each projectile of TempestBarrage130xWhite Tempest Barrage has a chance to inflict a DmgViralSmall64 Viral status effect.

Viral Tempest

Tips & Tricks

  • Mod for Ability Range to increase the explosion radius of each water missile, allowing more enemies to be damaged and knocked down inside and around the barrage area.
  • Cast multiple barrages in different directions to lock down chokepoints from incoming enemies.
  • Combo with TentacleSwarm130xWhite Tentacle Swarm to keep enemies locked down in the blast area.
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TidalSurgeModx256 TidalSurge130xWhite
2
EnergyOrb50
Tidal Surge

Crash through enemies in a ferocious wall of water.

Introduced in Update 13.0 (2014-04-09)

AbilityStrengthBuff Strength:100 / 200 / 250 / 300 DmgCorrosiveSmall64 Corrosive damage
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:3 / 4 / 5 / 6 m striking radius

Misc:

Self status cleanse on castInvulnerable during dash? / ? / ? / 40 m/s speed1 s wave duration

Ragdoll b Ragdoll on contact


DmgCorrosiveSmall64 Corrosive status on initial hit and variable stacks in contact
50% recast energy discount

Info

  • Hydroid expends EnergyOrb50 energy to cleanse himself of all negative Status Effects while transforming into liquid and surging forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his speed increases to ? / ? / ? / 40 meters per second over a duration of 1 second; the wave may be steered during its travel by changing the view direction, and Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within AbilityRangeBuff3 / 4 / 5 / 6 meters of the wave are Ragdoll b Ragdolled and pulled along by the riptide, while dealt AbilityStrengthBuff100 / 200 / 250 / 300 DmgCorrosiveSmall64 Corrosive damage when caught by the wave and when the wave breaks at the end of the duration, and are inflicted with a variable number of DmgCorrosiveSmall64 Corrosive Status Effects based on how long they are carried by the wave.
    • Tidal Surge's pull on enemies attempts to collect them in front of Hydroid's wave. At the end of the surge, pulled enemies are left clumped together at the location where the wave ended.
    • Hydroid jumping out of Tidal Surge will carry forth its momentum as he travels through the air.
  • Can be recast while active to remain in waveform and renew the surge for continuous travel toward a new direction. Tidal Surge's energy cost is discounted by 50% if cast again while Hydroid is surging.
  • Ability Synergy:
    • Hydroid's Passive allows the first DmgCorrosiveSmall64 Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.

Augment

TidalImpunityMod
Main article: Tidal Impunity

Tidal Impunity is a HydroidIcon272 Hydroid Warframe Augment Mod for TidalSurge130xWhite Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.

Tidal Impunity

Tips & Tricks

  • It can be used to reach or pass certain areas of the map.

Bugs

  • Sometimes when Hydroid emerges from the wave, his "fin" will be gone.
  • On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen.
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PlunderModx256 Plunder130xWhite
3
EnergyOrb75
Plunder

Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies affected by Corrosion Status offer a greater increase.

Introduced in Update 34.0 (2023-10-18)

AbilityStrengthBuff Strength:
20 / 25 / 30 / 40 (armor per enemy)
20 / 25 / 30 / 40 (armor per DmgCorrosiveSmall64 Corrosive status)750 (armor cap)

5% / 6% / 7.5% / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy)


5% / 6% / 7.5% / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy per DmgCorrosiveSmall64 Corrosive status)
200% (DmgCorrosiveSmall64 Corrosive bonus damage cap)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s (duration)
AbilityRangeBuff Range:25 m (range)

Info

  • Hydroid expends EnergyOrb75 energy to siphon the armor from all on-screen enemies within AbilityRangeBuff25 meters, RollingDroneAvatar Staggering them and consuming any active DmgCorrosiveSmall64 Corrosive status to permanently remove their armor. For AbilityDurationBuff10 / 15 / 20 / 25 seconds, Hydroid gains a AbilityStrengthBuff20 / 25 / 30 / 40 bonus armor per enemy and per consumed DmgCorrosiveSmall64 Corrosive status effect to a cap of AbilityStrengthBuff750 bonus armor, and a DmgCorrosiveSmall64 Corrosive damage bonus to all abilities and weapons by 5% / 6% / 7.5% / 10% per enemy and per consumed DmgCorrosiveSmall64 Corrosive status effect to a cap of AbilityStrengthBuff200% DmgCorrosiveSmall64 Corrosive damage bonus.
    • Does not require Line of Sight from Hydroid; enemies only need to be within view of the camera to be affected.
      • An enemy that has line of sight but is off-screen will not be hit.
    • While the bonus is active, a stylized armor and damage bonus counter appears above the ability icons.
    • If Plunder affects enemies on recast, the bonus values are replaced by the new values. If no enemies are affected, the bonus values will not change but the duration will not be refreshed.
    • Damage increase does not apply to Helminth infused abilities.
  • Ability Synergy:

Augment

RousingPlunderMod
Main article: Rousing Plunder

Rousing Plunder is a Warframe Augment Mod for HydroidIcon272 Hydroid that allows Plunder130xWhite Plunder to heal Hydroid and his allies within Affinity Range, and increases the DmgCorrosiveSmall64 Corrosive damage and armor bonus from Plunder130xWhite Plunder.

Rank Health Restore DmgCorrosiveSmall64 Corrosive Damage and Armor Increase Cost
0 20 20% 6
1 30 30% 7
2 40 40% 8
3 50 50% 9
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TentacleSwarmModx256 TentacleSwarm130xWhite
4
EnergyOrb50
Tentacle Swarm

Summon a creature from the depths. Its watery tentacles emergy from nearby surfaces to wreak havoc.

Introduced in Update 13.0 (2014-04-09)

AbilityStrengthBuff Strength:50 / 100 / 150 / 200 (DmgCorrosiveSmall64 Corrosive capture damage per second)
50 / 100 / 150 / 200 (DmgTrueSmall64 True contact damage against Overguarded targets)
AbilityDurationBuff Duration:10 / 13 / 18 / 20 s
AbilityRangeBuff Range:15 / 15 / 15 / 15 m (spawn radius)

Misc:

∞ (cast range)8 / 12 / 16 / 20 (tentacles)

Ragdoll b Ragdoll during capture


100% (DmgCorrosiveSmall64 Corrosive status chance)

Info

  • Hydroid expends EnergyOrb50 energy to summon a creature from the deep, causing up to 8 / 12 / 16 / 20 tentacles to emerge from all surfaces within a marked location AbilityRangeBuff15 / 15 / 15 / 15 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets and lifting them into the air until the ability expires after AbilityDurationBuff10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a Ragdoll b Ragdoll state and stay attached to the tentacles while suffering AbilityStrengthBuff50 / 100 / 150 / 200 DmgCorrosiveSmall64 Corrosive Damage with 100% status chance per second.
    • Against enemies with crowd control immunity and protected by Overguard, tentacles will not capture targets or inflict their DmgCorrosiveSmall64 Corrosive damage over time, since they are not physically attached. However, Overguarded enemies will be attacked once by the tentacle spawning under them, inflicting AbilityStrengthBuff50 / 100 / 150 / 200 DmgTrueSmall64 True damage with a guaranteed DmgCorrosiveSmall64 Corrosive status effect.
    • Tentacles detect and capture new enemy targets when they come into range.
    • Each tentacle can only capture one enemy at once.
      • This means that Tentacle Swarm can only incapacitate 20 enemies at any given time.
    • Tentacles with captured enemies will hold their victims steady in the air, allowing players to take aim and kill their targets.
  • Ability Synergy:
    • Hydroid's Passive allows the first DmgCorrosiveSmall64 Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
      • However, Tentacle Swarm alone cannot reach 10 DmgCorrosiveSmall64 Corrosive stacks and is only able to reach 8 stacks at most due to inflicting status per second and the status's 8 second duration.
  • Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions.
  • Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
  • Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
  • Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color. However, when the ability is cast by Hydroid PrimeIcon272 Hydroid Prime, the tentacles will be opaque and more organic in appearance.

Augment

PilferingSwarmMod
Main article: Pilfering Swarm

Pilfering Swarm is a HydroidIcon272 Hydroid Warframe Augment Mod that grants TentacleSwarm130xWhite Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.

Pilfering Swarm

Tips & Tricks

Bugs

  • Sometimes the animation is played and energy is used but no tentacles spawn
Expand/Collapse
ScarabSwarmModx256 ScarabSwarm130xWhite
4
EnergyOrb100
Scarab Swarm

Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.

Introduced in Update 18.5 (2016-03-04)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:6 / 10 / 12 / 15 s (swarm duration)
AbilityRangeBuff Range:20 / 22 / 25 / 30 m (cast range)
12 m (spread range)

Misc:

5% / 6.5% / 8% / 10% (health as DmgCorrosiveSmall64 Corrosive damage/sec)
DmgCorrosiveSmall64 Corrosive status per tick? s swarm spread interval100% (spread remaining duration)3 (Swarm Kavat limit)

20 s (Swarm Kavat lifespan)

Info

  • Inaros expends EnergyOrb100 energy to hurl swarms of scarabs that travel up to AbilityRangeBuff20 / 22 / 25 / 30 meters away, infesting all enemies in their path. Swarmed enemies will flail in panic and receive 5% / 6.5% / 8% / 10% of Inaros' max Health as DmgCorrosiveSmall64 Corrosive damage with a guaranteed status effect per half second for AbilityDurationBuff6 / 10 / 12 / 15 seconds, during which they are completely disabled. While active, Scarab Swarm splits a flying swarm every ? seconds to spread to an unaffected enemy within a AbilityRangeBuff12 meter radius from a swarm host for its remaining duration.
    • Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
    • Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
  • When an enemy affected by Scarab Swarm dies, they spawn a friendly Swarm Kavat that scratches enemies to spread Scarab Swarm. A maximum of 3 Swarm Kavats can spawn, each lasting 20 seconds.
    • Number of active Swarm Kavats are tracked as a buff icon beside Inaros' hitpoints indicator.
    • Swarm Kavat-inflicted Scarab Swarm does not spread flying swarms.
  • Ability Synergy:
    • Swarm Kavat claw swipes contribute as hits toward Inaros' revival via his Passive.
    • Mod TT 20px Desiccation's Curse allows Finisher kills to summon a Swarm Kavat and increases the maximum limit of Swarm Kavats to 5.

Augment

NegationArmorMod
Main article: Negation Armor

Negation Armor is a Warframe Augment Mod for InarosIcon272 Inaros that sacrifices an active ScarabShell130xWhite Scarab Shell to prevent Inaros from entering Bleedout, but receives a DmgSlashSmall64 Slash status effect once its invulnerability period expires.

Rank Cooldown Cost
0 ? 6
1 ? 7
2 ? 8
3 30 s 9

Tips & Tricks

  • It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Expand/Collapse
DanseMacabreModx256 DanseMacabre130xWhite
4
EnergyOrb25
+20-40/s
Danse Macabre

Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.

Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)

Misc:

9 (number of beams)100 m (sweep area)1 rev/sec (rotation speed)20% (status chance)40% (boosted status chance)50 (overshield points per pickup)

23.33% stored damage decay/sec

Info

  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of AbilityRangeBuff0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts AbilityStrengthBuff500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Casting speed is affected by Casting Speed.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
      • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
      • Damage resisted by MesmerSkin130xWhite Mesmer Skin is stored, despite not injuring Revenant.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, VoltIcon272 Volt's Speed130xWhite Speed, and WispIcon272 Wisp's Reservoirs130xWhite Reservoirs Haste Mote.
  • Holding the fire button (default LMB ) increases the beams' damage per second to AbilityStrengthBuff1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to AbilityRangeBuff0.05 / 0.1 / 0.15 / 0.2 meters.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: DmgCorrosiveSmall64 Corrosive against armored enemies, DmgMagneticSmall64 Magnetic against shielded enemies, and DmgGasSmall64 Gas against Infested.
  • Danse Macabre costs EnergyOrb25 energy to activate, then consumes EnergyOrbAbilityDurationBuff20 energy per second (EnergyOrbAbilityDurationBuff40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • Enemies affected by Enthrall130xWhite Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
    • Damage reflected by MesmerSkin130xWhite Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • Reave130xWhite Reave costs halved energy during DanseMacabre130xWhite Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
  • Revenant is immune to Knockdown b Knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

Bugs

  • Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Expand/Collapse
Only applies DmgCorrosiveSmall64 Corrosive damage on armored enemies.
SporesModx256 Spores130xWhite
1
EnergyOrb25
Spores

Inflict a target with a pox of DmgCorrosiveSmall64Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.

Introduced in Update 7.0 (2013-03-18)

AbilityStrengthBuff Strength:
6 / 8 / 8 / 10 (initial damage)1 / 1.25 / 1.5 / 2 (damage growth per enemy)

50% (DmgCorrosiveSmall64 Corrosive status chance)


20% (reset decay)
AbilityDurationBuff Duration:10% (damage decay rate)
AbilityRangeBuff Range:30 / 40 / 50 / 60 m (cast range)
10 / 12 / 14 / 16 m (spread radius)

Misc:

∞ (duration)7 (damage growth enemy cap)0.5 s (damage decay interval)2 / 2 / 3 / 3 (initial spores)1 (transmitted spore)3 (max spores per enemy via spread)12 (max spores per enemy via recast)

4.0x (miasma damage multiplier)

Info

  • Saryn expends EnergyOrb25 energy to infects an enemy target within AbilityRangeBuff30 / 40 / 50 / 60 meters with 2 / 2 / 3 / 3 virulent spores for an infinite duration. Each individual spore inflicts DmgCorrosiveSmall64 Corrosive damage per second with a AbilityStrengthBuff50% DmgCorrosiveSmall64 Corrosive Status Chance, lasting until the spores themselves or the infected enemy is destroyed.
  • Saryn's disease spreads its infection rapidly, grows evermore lethal, and decays in the absence of hosts over the course of the epidemic:
  • Shooting or hitting a spore directly bursts its membrane to release infectious pus, which regrows the spore on its host and transmits 1 spore to all nearby enemies within AbilityRangeBuff10 / 12 / 14 / 16 meters; infected enemies can carry up to 3 spores via transmission from another enemy.
    • Spores can spread by directly bursting them with weapons, abilities, and Bullet Jump. Enemy attacks can also burst spores on contact.
    • Spread bypasses obstacles in the environment and damage does not diminish with distance.
  • All spores on an infected enemy will burst and spread if any of the following conditions are met:
    • Spores' initial target is killed by any source.
    • Players landing the killing blow on any infected enemies.
    • Infected enemies are killed by Molt130xWhite Molt's explosion damage.
    • Saryn's weapons hitting anywhere on the infected enemies' body while ToxicLash130xWhite Toxic Lash is active.
    • Infected enemies are killed by any source while sickened by Miasma130xWhite Miasma.
  • Spores do not spread if enemies infected via transmission are killed by Spores' damage over time.
  • When the outbreak first begins, damage per second starts at AbilityStrengthBuff6 / 8 / 8 / 10 DmgCorrosiveSmall64 Corrosive damage; for every second Spores remain active, damage per second increases by AbilityStrengthBuff1 / 1.25 / 1.5 / 2 DmgCorrosiveSmall64 Corrosive damage per infected enemy, up to a damage growth cap of 7 infected enemies. Current damage per second is uniform across all active spores and will apply to newly infected enemies.
    • Current damage per second is hard-capped at 100,000 damage.
  • While Spores is active, a stylized infection meter appears above Saryn's ability icons on the HUD, indicating the current damage per second and tracks the number of infected enemies in the mission affected by spores belonging to the player.
  • When zero infected enemies remain, Spores' current damage per second is instantly reduced by AbilityStrengthBuff20% then decays at AbilityDurationBuff10% of the new total every half second until it reaches the initial damage amount. Damage decay stops when at least one enemy is infected by Spores.
    • Nullifying effects (such as entering Sanctuary Onslaught Data-Conduits) increases the decay rate to AbilityDurationBuff30% per half second.
    • Reset decay is inversely affected by AbilityStrengthBuff Ability Strength, meaning more Strength reduces the amount consumed.
    • Damage decay rate is inversely affected by AbilityDurationBuff Ability Duration, meaning more Duration reduces the amount of damage decay per half second.
  • Current damage per second is visibly subtracted from the meter whilst a red flashing "decaying" warning message replaces the counter for number of infected enemies.
  • The infection meter disappears when it reaches the initial damage amount.
    • If Spores is still active, recasting Spores on any enemy consumes AbilityStrengthBuff20% of current damage per second from the infection meter and casts Spores for 50% reduced energy cost. Recasting on an infected enemy grows a new set of spores on the target, which carries up to 12 spores via recasting Spores on it.
      • Recast decay is inversely affected by AbilityStrengthBuff Ability Strength, meaning more Strength reduces the amount consumed.
    • All spores destroyed via melee weapon contribute to the melee combo counter.
    • Spore Snapshotting
      • The first Spore casted retains all of your regular Strength and conditional Strength as well as Range (like from the Fissure buff).
      • If your Spores begin to decay and there are none in the game, as long as the unique Spore icon at the bottom right does not disappear, Saryn will maintain all conditional stats from when she initially casted it. Even if they have expired.
      • Casting new Spores while the Spore icon is still present will cause the new Spore to still retain the original conditional stats even if the new Spore has higher values.
      • If you want to properly cast Spores with new stats (AbilityStrengthBuff Ability Strength & AbilityRangeBuff Ability Range), you must let the Spore icon disappear.
    • Ability Synergy:
      • ToxicLash130xWhite Toxic Lash can make spores burst with every attack, even without direct hits.
        • Hitting a spore while Toxic Lash is active applies an additional DmgToxinSmall64 Toxin proc.
      • Miasma130xWhite Miasma deals 400% damage to enemies affected by Spores.
    • Spores is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
    • If the initial target dies before the spores appear, energy used for Spores will be refunded.

    Augment

    RevealingSporesMod
    Main article: Revealing Spores

    Revealing Spores is an Exilus Warframe Augment Mod for SarynIcon272 Saryn's Spores130xWhite Spores that causes enemies affected the ability to show up on the mini map.

    Revealing Spores

    VenomDoseMod
    Main article: Venom Dose

    Venom Dose is a Warframe Augment Mod for SarynIcon272 Saryn that allows Spores130xWhite Spores to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional DmgCorrosiveSmall64 Corrosive damage to all attacks.

    Venom Dose

    Tips & Tricks

    • Cast on an enemy in the middle of a crowd and promptly kill it or use one of the many methods to spread the spores.
    • Each spore inflicts damage per second and DmgCorrosiveSmall64 Corrosive status effect on proc, which is tripled on an enemy carrying three spores from a max rank Spores cast or accumulated from transmission from other infected enemies.
    • Infect at least 7 enemies to maximize damage growth, allowing Spores to reach higher damage per second counts over time.
    • Mod for Ability Strength to increase initial damage, damage growth per enemy, status chance, while reducing the reset decay on recast or on zero infected present.
    • Recast Spores several times to inflict an enemy with up to 12 spores to strip its Armor quickly, deal more damage per second instances, and provide more spores to spread.
      • However, note that each recast will consume a percentage of damage per second stored in your infection meter.
    • Using melee to hit enemies makes it easier to burst spores, compared to firearms, especially with Range mods, e.g. Mod TT 20px Reach (Mod TT 20px Primed).
    • Use ToxicLash130xWhite Toxic Lash to spread spores on an infected enemy on every hit using your gun or melee.
    • Cast Miasma130xWhite Miasma to inflict quadruple damage to all enemies infected by Spores within range.
    • Can be used to destroy Corpus cameras and (active) turrets. A spore will appear but a camera dies on the first tick.
    • When combined with AoE weapons (such as Ignis Ignis and Embolist Embolist, which both deal DoT, increased by Saryn's passive), the spores will pop very easily, quickly spreading DmgCorrosiveSmall64 Corrosive procs.
    • The ability synergizes well with Nova's MolecularPrime130xWhite Molecular Prime, both spreading and weakening enemies until one dies and causes a series of chain explosions and effectively quartering enemy survivability.
    • Spores is excellent for bosses with shields to prevent them from recovering.
      • This is quite effective against Ambulas since it targets the torso and, like all MOAs, he takes three times damage on that body part.
    • Sentinels can also pop Spores.
      • Equipping a sentinel with the Sweeper Sweeper weapon increases this chance.
    • Spores that are popped on a target's weak point, like the head, will do extra damage based on the respective damage multiplier.
      • For example, if you pop a Spore on an enemy's head, it will deal 50 damage (25 x 2 damage multiplier).
      • Spores' DoT ticks are unaffected by weak spots.
      • AoE damage from popping spores is unaffected by weak spots. Nearby enemies will still only take 25 DmgCorrosiveSmall64 Corrosive damage from popped spores on weak spots.
    • A Range-based Spores build is good for earning Focus points in stage-less endless missions such as Survival, Disruption and Void Flood, as long as Saryn can keep it from decaying.
    • Active spores can help fill the self-revive gauge from the FocusLensUnairu b Unairu school's Last Gasp.
    Expand/Collapse

    Additional Effects[]

    Some mods add additional effects when a DmgCorrosiveSmall64 Corrosive occurs or dealing DmgCorrosiveSmall64 Corrosive damage.

    Tips[]

    • DmgCorrosiveSmall64 Corrosive damage can be combined with DmgViralSmall64 Viral damage (when applicable) to create a deadly damage combo against enemies with armor, especially the Grineer. The reduction of armor will lessen the reduction of damage, while viral procs will increase damage dealt even further.
    • DmgCorrosiveSmall64 Corrosive pairs well with weapons that do primarily DmgImpactSmall64 Impact damage. This results in an excellent faction-neutral build, as Corrosive is either buffed or normal against every damage type except for Corpus Proto Shields, which the Impact makes up for, especially on a high-crit weapon.

    Media[]

    Patch History[]

    Update 36.0 (2024-06-18)

    Simplified Faction Resistances
    • Grineer: Vulnerable to Corrosive
    • Sentient:
    • Kuva Grineer

    Update 33.6 (2023-07-27)

    • Fixed crash related to Corrosive procs.

    Hotfix 33.5.3 (2023-06-23)

    • Fixed crash related to Corrosive procs.

    Update 31.6 (2022-06-09)

    • (Undocumented) Corrosive damage icon updated to match Essential Corrosive Glyph.

    Update 27.2 (2020-03-05)

    • The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
      • Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.

    Update 11.0 (2013-11-20)

    See Also[]