Eidolon Lures are specialized Grineer machines found on the Plains of Eidolon. They are deployed at night near Grineer encampments and automatically depart when daytime starts by flying up into the sky.
They are used as a defense to distract and trap Eidolon Vomvalysts wandering near the camps, as the Grineer's conventional firepower proves otherwise useless against Sentients. They also function as tethers for Eidolon Teralysts, Gantulysts and Hydrolysts once fully charged, preventing their teleportation and releasing Sentient Cores and Eidolon Shards once they are destroyed.
Mechanics[]
- Players cannot directly destroy these devices, instead they can only be damaged until they enter a disabled state, and then hacked (similarly to Bursas). Once hacked, they will start following the player who hacked it and will be marked on the HUD with a shield icon. Players can interact with the Lures (default X or
) to make them hold position, or (if already stationary) follow the player who interacts with them. - Eidolon Lures will absorb Vomvalysts in their spectral form when they are within 5-6 meters. When absorbed, the Lure is charged, energizing one of the antennae on its dome. The fully charged state is indicated by the Lure glowing blue and the Lure's HUD icon turning blue as well.
- An Eidolon Lure needs to be charged three times to function on the Teralyst.
- Eidolon Lures can also be charged by players directly picking up the dark orbs of Vomvalyst energy and moving within range of a Lure, which will absorb the energy charge from the player. Note however that the Vomvalysts' energy - indicated by a blue aura around the Warframe or Operator - only lasts a few seconds after being picked up by players, and once the blue glow around the player fades the charge is lost.
- Bringing a Lure near a Teralyst when one of its Synovia weak points is destroyed will make the Lure emit an orange beam that tethers to the destroyed Synovia. This beam has a limited range of 50m. This prevents the Teralyst from teleporting whenever it loses another Synovia. A single Lure will shoot up to two such beams, allowing it to connect to up to two destroyed weak spots on a Teralyst.
- If a Teralyst is defeated while chained by two fully charged Lures tethering all four Synovia, the Teralyst will be captured and absorbed by the Lures instead of dying. The lures will then overload and explode, with a guaranteed drop of a Flawless Sentient Core and a Brilliant Eidolon Shard, along with a large number of Intact Sentient Cores.
- The Gantulyst and Hydrolyst Eidolons each require chaining by three fully-charged Lures to capture and will drop additional Sentient Cores as well as Radiant Eidolon Shards.
- Lures will continuously deal a small amount of damage over time to Eidolon Vomvalysts if tethered to them in their physical form.
Notes[]
- Lures can be healed by weapons like the
Sancti Magistar, some Warframe abilities (e.g.
Blessing), and so far one Archwing ability (
Benevolent Decoy), as well as benefit from some defensive damage reduction buffs (e.g.
Blessing,
Splinter Storm,
Safeguard, etc.). - As of Update 22.20 (2018-05-17), Eidolon Lures will wait until the Eidolon have fully disappeared to be auto destroyed.
Tips[]
- When farming Intact Sentient Cores from Vomvalysts, it is wise to disable Lures on sight and leave them unhacked to prevent them from absorbing the Vomvalysts in their energy form and consuming their cores.
Trivia[]
- Occasionally the Lure will give off a garbled imitation of the typical Eidolon wailing sound, presumably in a similar function to a duck call.
- Upon introduction, the Eidolon Lure used the model of a Regulator with blue lights, before receiving a unique model in a later update.
Bugs[]
- Hackable Lures that are pushed away (e.g. with Frost's "Snow Globe" ability) will still be hackable from the spot they were in before activating the ability, instead of the Lure's actual position.
Media[]
Patch History[]
Hotfix 34.0.2 (2023-10-19)
- Fixed Eidolon Lures still moving after being commanded to hold position.
Update 30.8 (2021-10-04)
- Fixed Eidolon Lures not having a base level of 30 in non-Steel Path missions.
Update 28.1 (2020-07-08)
- Fixed a script error related to hacking an Eidolon Lure.
Hotfix 27.3.14 (2020-04-15)
- Fixed a script error related to Eidolon Lures.
Hotfix 27.0.10 (2020-01-11)
- Fixed Eidolon Lures disappearing at certain camera angles.
Hotfix 23.1.1 (2018-07-19)
- Fixes towards Eidolon Lures hugging the ground and likely getting stuck at the smallest bumps.
Update 22.20 (2018-05-17)
- Eidolon Lures will wait until the Eidolon has fully disappeared to be auto-destroyed, instead of being auto-destroyed when the sun rises at dawn.
Update 22.14 (2018-03-01)
- Fixed markers for Lures sometimes being hidden when there's too many markers on screen.
Hotfix 22.13.4 (2018-02-22)
- Improved Eidolon Lure following/positioning logic to prevent them getting right up in your face and disrupting your view.
Hotfix 22.13.1 (2018-02-15)
- Fixed a potential script error when fighting the Teralyst that would break Eidolon Lure functionality.
Hotfix 22.12.5 (2018-02-13)
- Potential fix for the big issue of Teralysts and Lures not navigating or behaving properly at all.
Hotfix 22.12.4 (2018-02-13)
- Fixed Vomvalyst Lures losing their charge after a Host migration, resulting in inability to be recharged.
Hotfix 22.12.1 (2018-02-10)
- Fixes towards Vomvalyst Lures not teleporting to players who are extremely far away.
Update 22.12 (2018-02-09)
- Increased amount of Lures allowed at once from 6 to 8. Lures that have not been hacked to Tenno faction now get destroyed when their camp is deactivated, freeing up room for a new Lure to spawn when players enter other camps.
- Eidolon Vomvalyst Lures now have a new distinctive mesh!
- Fixed a crash that could occur when hacking an Eidolon Vomvalyst Lure.
Update 22.10 (2018-01-25)
- Added ‘Defend’ icons to Eidolon Lures in the Plains. This icon will change to blue (0, 219, 255 to be exact) when the Lure is fully charged.
- Eidolon Lures now follow both Warframe or Operator rather than just the Warframe. The Lure will also now teleport to the player it’s following if/when it gets too far away/stuck.
- Fixed issues with Host Migration affecting the way Lures recharge.
Hotfix 22.8.3 (2018-01-11)
- Fixed Eidolon Vomvalyst Lure tether not appearing on Clients.
Hotfix 22.8.1 (2017-12-22)
- Fixed client not seeing lure tethers connecting to Teralyst.
Update 22.6 (2017-12-07)
- A single Vomvalyst in its energy-form near multiple Lures will now only feed a charge to a single Lure. However, to improve overall survivability of the Lures, we have changed Eidolon *Lures to always spawn at level 30 regardless of Bounty level or distance from the gate.
Hotfix 22.2.5 (2017-11-11)
- Reduced the amount of times Onkko spits knowledge about the Vomvalysts lures.
Hotfix 22.0.9 (2017-10-23)
- Fixed Eidolon Lures having strange hitboxes until downed.
Hotfix 22.0.3 (2017-10-16)
- Eidolon Lures now have a max level of 30.
- Fixed hacked Eidolon Lures not following after becoming downed.
Update 22.0 (2017-10-12)
- Introduced.
Last updated: Hotfix 23.1.1 (2018-07-19)
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58 comments
So the Eidolon page says you can lure the Eidolon using these lures, but I can't see any way on this page or the Eidolon page on how you actually lure them. Our only working strat right now is just flying around in Archwings looking for it, if there's a way to bring the Eidolon to us, I'd love to hear it.
You need to get on your archwing as soon as you enter the map and look for the pillar that indicates the Eidolon spawning. You mark the Eidolon with G, and then you go grab lures. That way you won't have to look for it afterwards
As of hotfix 35.0.9, Eidolon Lures are immune to critical hits from your weapons. Possibly an unintended side effect of the removal of the ability for enemies to score critical hits against players/allied objects. It's pretty painful if your Eidolon hunting weapon is all critical damage and no base damage, as the lures now take very little damage from this.
I think they can be healed from wisp's vitality mote cause i see 3 small motes around the lure.
They can not
Lures can no longer be healed by Oberon's Renewal. Must be a bug.
"Eidolon Lures can also be charged by players directly picking up the dark orbs of Vomvalyst energy and moving within range of a Lure, which will absorb the energy charge from the player."
And here i am thinking that i need them to get in range of the lures before taking them down, watched a few fast charge guides on yt and somehow i didnt know this at all. Welp, im a beginner in hunts anyways and this is good to know.
Honestly most guides are mediocre. As someone who has learned to eidolon hunt myself, most guides just keep on putting useless info on you and rarely touch on misc. Information like for example how mamy charged lures each eidoon needs. Ofc not every guide is that bad but i feel like theres few that are fully helpful.
Hardest world boss ever it took my entire party to kill it
You need specific builds to kill them. the basics are using weapons that only deal radiation damage or very high radiation damage. use a warframe that has some kind of damage buff like rhino (habilities like nezha's 2 won't work because eidolon are inmune to warframe habilities).
Before i tried other weapons the pyrana prime was quite good at dealing with eidolons but i used 3 arcanes, several forma and rare mods for that so its very expensive and not as effective as a cheaper build using a lanka and madurai. just make it do damage (serration is not as effective as just using elemental damage mods like heat. try it if you don't believe me) and use madurai, that's literally it. easy tridolon first try. most of the damage comes from madurai alone so that's very important.
Squad health restore works on lures or not? I'm guessing no..
TLDR:
#1 RULE, if you don't know what to do with lures or don't want to charge them, just don't bring any with you. It just confuses ppl and steals charges from ppl that actually know what to do.
Lures can be found at night inside Grineer camps. To capture them you need to kill and hack them.
You charge lures by either peeling(with normal weapons) or killing(with amps) Vomvalysts right next to the lures.
Each lure needs to absorb 3 Vomvalysts to be fully charged. When you have multiple lures absorbing a single Vomvalyst the charges are split between them, making the charging process take longer.
(I usually take one lure then fly around looking for groups of Vomvalysts marching towards the Teralyst from the edges of the map. It's usually the fastest method. Once you know the spots it's even faster.)
Teralyst needs 2 charged lures to be captured, however Gantulyst and Hydrolyst needs 3 each.
If capture fails you DON'T get shards that can be converted into focus for your Operator.
You can tell your own lures to "Hold their position" which stops them from following you, then other players can take control over that lure.
Once enough lures are charged, it's best to kill all the incoming Vomvalysts because they are able to kill the lures if you don't pay attention.
Trinity's 4th ability is awesome for keeping the lures healthy.
Hope this helps. I remember looking this page up as a newbie and it was just too much information for what this really is.
Does wisp reservoir also heal lures? I don't mind trinity's lure healing ability, but the magnetic wave from the eidolons are a problem to me, and i don't have arcane nullifier yet
No
I'm pretty sure it does heal them. Vitality motes work on all defense objects and you can even see the motes orbiting them.
Vitality motes dont and never heal the lure
Well, looks like the lures are only level 16 now. Even terry can destroy them. Good luck to you if you are a solo casual hunter that's not using trin or oberon.
Exactly what I did, I couldn't understand why their health suddenly went to 20-10%.
I did manage to capture Hydrolyst with Volt Prime after i discovered this bug or change. 3 of them died but not when I was close to capture them so I had to look for new ones.
I can do 3x3 solo but not like this. I'm not doing Tridolon hunt ever again until they are back to normal.
P.S. Tridolon squads are bunch of babies.
Bro even squads who are stacked asf, and instantily knock down the eidolons have lost lures beacuse reasons... not prepare squads lose lures to god damm terry
The duo was easy till I noticed that lures are dying so fast, mfs just nerfed it
Looks like they fixed it according to U30.8 notes.
TIL you only need a half the number of lures for capturing :/
No.
Imagine what Lures were like before update 22.13.4
Will Rejuvation:https://warframe.fandom.com/wiki/Rejuvenation
Work on Eidolon lures?
*headdesk* the wiki page says yes -_-. I am idiot
My hotkey won't trigger the ciphers but manually clicking the cipher button works? has the cipher behavior changed since that one guy that solo'd tridolons?
Y button
Is there any way to heal these while using harrow? I was doing a solo hunt and they got destroyed
You can heal with Amesha archwing, you bubble them with the 2, and they get healed. You can also use the new loko weapon and it heals on landing a heavy attack,
Hmm, I wonder what Subsume abilities will heal the Lure? Thinking of making volt a true solo hunter, faster that Oberon.
Well, if augments count, Limbos Banish could heal those lures. And I thought Trinity's Well of Life could heal defense objects, though I heard the number is too low to be of any use.
I'm not familiar with
Rift Haven, but its page makes it sound like it doesn't work on objects, just allies and operatives.
As for
Well Of Life, last I checked it didn't heal objects, nor does its page say it can either. As far as I'm aware, the only ability of Trinity that can heal objects like Lures is
Blessing. Though maybe WoL's numbers were so low I didn't notice a significant difference.
I know Rift Haven works since my brother used it on his Mesa and I tried it myself with my Volt Prime. It does heal, with the added bonus of semi-invulnerability of the Rift.
Well that's good to know then, should probably be noted somewhere.
EDIT: Noted somewhere
Ho provato diverse volte ad usare le esche eidolon, ma nonostante le avessi caricate e ne avessi raccolte un po', quando ho provato ad affrontare il teralyst, anche prima che scomparisse, le esche non hanno reagito in alcun modo.........mi seguivano e basta......quindi vorrei sapere: c'è un warframe che serve per farle funzionare? Devo usare le esche in un certo modo o ne devo raccogliere un numero preciso?
There seems to be a bug where lures killed with madurai blazing dash and meteoric dash (tethered with magus lockdown) will not follow you after being hacked, even if you tell them to hold and follow again/
I had it myself today, I tried to hack a lure after Lockdown effect ends and it worked :)
Can rejuvenation work on the eidolon lures?
there seems to be a bug where it would randomly float up into the sky and despawn once it reaches the height limit, this happened on the day/night transition dk if that affects it
That is no bug, Lures are only available during the night
The second sentence on the wiki " They are deployed at night near Grineer encampments and automatically depart when daytime starts by flying up into the sky. "
I'm pretty sure these are bugged currently. I've had multiple games where we have had 2+ charged lures close to the Eidolon yet they do not capture the Eidolon when it's defeated.
It stops it from teleporting away, strangely, but they don't cap it.
Can confirm, at first we thought we lose one just before Hydrolyst died, but then same thing happened to Teralyst, there was 5 charged lures, yet he was killed somehow.