This is Hydroid, a deadly marauder from the deep.
Whether the seas or the stars, Tenno, Hydroid takes a foreboding command of the battlefield.Release Date: April 10th, 2014
Wash ashore with oceanic momentum to turn the tides of war. Below unfathomable depths lurking in an abyssal trench, the Kraken awaits his call. Drench the surface dwellers in torrential downpour and deluge as the Maritime Marauder, Hydroid, sails across strange seas to pillage and plunder. Command elemental water to rend foes asunder, as horrid tendrils grasp flailing prey and relentless waves erode away the drowned.
Acquisition
Hydroid's main blueprint can be purchased from the Market. Hydroid's component blueprints can be obtained from defeating from Councilor Vay Hek on Oro, Earth. The mission requires Mastery Rank 5 to enter.All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Hydroid's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Trivia
- Hydroid is derived from the Greek "Hydro" meaning Water and the suffix "-oid" meaning 'Of similar form to', likely alluding to his ability to transform into water. It is also a life stage for species of the Hydrozoa class of jellyfish.
- Hydroid was claimed by the Development Team to have been inspired from the theme of pirates and seems to resemble Davy Jones from The Pirates of the Caribbean movie franchise.
- Hydroid is the first Warframe to use self-degrading Argon Crystal for construction in the Foundry.
- Hydroid is one of the few Warframes that has visible "eye-spots" on his helmet.
- Hydroid is one of two Warframes with powers capable of ignoring enemy armor, the other being
Ash's
Blade Storm.
- Hydroid was the first Warframe to have
True Damage, followed by Ash's revamped Blade Storm. Hydroid's True Damage also ignores shields.
- Hydroid was the first Warframe to have
Fear... is the greatest of faith. While our immortal vines have left us distant from our baser selves, consider our subjects:
Those who gaze upon our cloud-swept towers, with simmering, violent envy, they hold still the old fears.
Depth and darkness... The windless embrace...
We will give to fear a form and yet none a vague hydra, a load monstrosity, surging from the unfathomable... reminding them who their gods are. Hydroid.Release Date: August 29th, 2017
Hydroid Prime is the Primed variant of Hydroid, possessing increased shields, armor, and energy capacity, as well as an additional
and
polarities. Hydroid Prime was released alongside
Ballistica Prime and
Nami Skyla Prime.
Acquisition
Vaultings
- On June 28, 2019, it was announced that Hydroid Prime, alongside
Ballistica Prime and
Nami Skyla Prime, would enter the Prime Vault and be retired from the reward tables on July 6th, 2019. Any preexisting components or fully-built frames will remain as is.
- Hydroid Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
|||||
Hydroid Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 5 |
![]() 8,750 |
![]() 1,100 |
![]() 12,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Hydroid Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 5 |
![]() 10,500 |
![]() 6,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Hydroid Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 10 |
![]() 1,300 |
![]() 925 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Hydroid Prime, compared to
Hydroid:
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Hydroid Prime's
Tentacle Swarm tentacles are opaque and have a new organic texture that is affected by Hydroid Prime's Warframe Appearance colors.
- Energy color applies a coat of energy on the tentacle's model and alters the color of the numerous glow spots on the texture. This allows players to customize their tentacles to look similar to the older tentacle model prior to Update 21.4 (2017-08-10).
- Tentacle texture can return to default non-Prime translucency by equipping different skins (e.g. Hydroid Immortal Skin on Hydroid Prime)
Trivia
- Hydroid Prime, along with
Frost Prime, can achieve the third highest total shield value out of all Warframes at 3,195 by combining
Redirection,
Primed Vigor,
Augur Accord, and their maximum Overshields (+1200).
Harrow currently holds the second highest possible shield value of 4,110, beaten only by Hildryn's 6555. These numbers can potentially be higher with other buffs that increase shield capacity (such as
Shield Charger and Sequence).
- Hydroid Prime was revealed at TennoCon 2017 alongside
Excalibur Umbra and Plains of Eidolon.
- His Prime trailer was revealed at TennoCon 2020.
- A fully built Hydroid Prime was given for watching TennoCon 2020 on WARFRAME's Twitch with a Twitch-linked account for 30 consecutive minutes, after 5:00 p.m. ET, on August 1st, 2020. It comes with a free Warframe slot and pre-installed Orokin Reactor.
- Due to thousands of players reporting missing Twitch drops, on August 6th, 2020 Hydroid Prime was distributed to all players if they were logged in to WARFRAME during TennoCon 2020, regardless if they watched the streams or not.[1]
Media
References
Enemies damaged by Hydroid are permanently more vulnerable to
Corrosive Status, with initial status reducing armor by 50% rather than 26%, allowing Corrosive Status to reach 100% armor reduction at full stacks. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source, not just from Hydroid's weapons or abilities, and will receive the benefit.
Affected enemies are marked with a translucent water-dripping Corrosive symbol over their head, and a splashing sound is played when a new enemy is affected. The symbol color is affected by Hydroid's chosen Warframe energy color.
Bosses are immune to the increased armor reduction from Hydroid's passive, except in the Simulacrum.
Abilities
Info
- Hydroid expends
25 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
4 / 6 / 8 / 10 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing
150 / 175 / 225 / 300
Corrosive damage with a 100% status chance and
Stagger to enemies within a
5 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
Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
- Ability Synergy:
- 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
- Main article: Viral Tempest
Viral Tempest is a Warframe Augment Mod for Hydroid where each projectile of
Tempest Barrage has a chance to inflict a
Viral status effect.
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
Tentacle Swarm to keep enemies locked down in the blast area.
![]() |
![]() 2 ![]() |
Tidal Surge Crash through enemies in a ferocious wall of water. Introduced in Update 13.0 (2014-04-09) |
![]() ![]() |
![]() | |||
![]() | |||
Misc: |
Info
- Hydroid expends
50 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
3 / 4 / 5 / 6 meters of the wave are
Ragdolled and pulled along by the riptide, while dealt
100 / 200 / 250 / 300
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
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:
Augment
- Main article: Tidal Impunity
Tidal Impunity is a Hydroid Warframe Augment Mod for
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.
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.
![]() |
![]() 3 ![]() |
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) |
![]() |
![]() | |||
![]() |
Info
- Hydroid expends
75 energy to siphon the armor from all on-screen enemies within
25 meters,
Staggering them and consuming any active
Corrosive status to permanently remove their armor. For
10 / 15 / 20 / 25 seconds, Hydroid gains a
20 / 25 / 30 / 40 bonus armor per enemy and per consumed
Corrosive status effect to a cap of
750 bonus armor, and a
Corrosive damage bonus to all abilities and weapons by 5% / 6% / 7.5% / 10% per enemy and per consumed
Corrosive status effect to a cap of
200%
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.
- Does not require Line of Sight from Hydroid; enemies only need to be within view of the camera to be affected.
- Ability Synergy:
Augment
- Main article: Rousing Plunder
Rousing Plunder is a Warframe Augment Mod for Hydroid that allows
Plunder to heal Hydroid and his allies within Affinity Range, and increases the
Corrosive damage and armor bonus from
Plunder.
Rank | Health Restore | ![]() |
Cost |
---|---|---|---|
0 | 20 | 20% | 6 |
1 | 30 | 30% | 7 |
2 | 40 | 40% | 8 |
3 | 50 | 50% | 9 |
![]() |
![]() 4 ![]() |
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) |
![]() ![]() 50 / 100 / 150 / 200 ( ![]() |
![]() | |||
![]() | |||
Misc: |
Info
- Hydroid expends
50 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
15 / 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
10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a
Ragdoll state and stay attached to the tentacles while suffering
50 / 100 / 150 / 200
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
Corrosive damage over time, since they are not physically attached. However, Overguarded enemies will be attacked once by the tentacle spawning under them, inflicting
50 / 100 / 150 / 200
True damage with a guaranteed
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.
- Against enemies with crowd control immunity and protected by Overguard, tentacles will not capture targets or inflict their
- Ability Synergy:
- Hydroid's Passive allows the first
Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
- However, Tentacle Swarm alone cannot reach 10
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.
- However, Tentacle Swarm alone cannot reach 10
- Hydroid's Passive allows the first
- 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 Prime, the tentacles will be opaque and more organic in appearance.
Augment
- Main article: Pilfering Swarm
Pilfering Swarm is a Hydroid Warframe Augment Mod that grants
Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
Tips & Tricks
- Does not trigger
Arcane Trickery enhancement.
Bugs
- Sometimes the animation is played and energy is used but no tentacles spawn
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() | |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Update 36.0 (2024-06-18)
- Fixed recasting Hydroid’s Plunder ability causing its Armor buff to stack indefinitely.
Hotfix 35.5.7 (2024-04-17)
- Line of Sight (LoS) Changes & Fixes
As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).
For today, we have made LoS improvements to the following Warframe abilities:
- Hydroid’s Plunder (Rendered Check)
- In addition to rendered checking, it is also no longer FOV dependent to prevent issues where low FOV settings would cause Hydroid’s body to obstruct LoS.
Update 35.5 (2024-03-27)
- Fixed bug where Hydroid’s Passive Corrosive mark on enemies would not show up for other players.
- Fixed Hydroid’s Passive causing other Armor stripping abilities to not work.
Hotfix 35.0.4 (2023-12-20)
- Fixed Hydroid’s Tentacle Swarm throwing Murmur enemies into the air instead of grabbing them.
Update 35.0 (2023-12-13)
- Fixed armor stripped by Hildryn’s Pillage sometimes regenerating on enemies affected by Hydroid’s Passive.
- We are aware of other issues related to Hydroid’s Passive and armor strip, but those require a Code Fix that did not make it in time for this update.
- Fixed a script error caused by Hydroid's Tentacle Swarm.
- Fixed a script error caused by Hydroid’s on-hover Ability information.
Hotfix 34.0.8 (2023-11-09)
- Fixed Hydroid’s tentacles (at its max amount of 20) not seeking out new enemies to grab after killing enemies already in their grasp.
- Fixed a script error caused by Hydroid’s Tentacle Swarm.
Hotfix 34.0.6 (2023-10-30)
- Replaced an outdated Hydroid ability tip with a new one for Plunder: “Casting Plunder removes any Corrosive Status Effects currently affecting enemies, permanently reducing their maximum Armor based on the Corrosive Status removed.”
Hotfix 34.0.4 (2023-10-24)
- Added the video preview of Hydroid's new "Plunder" ability in his Ability screen.
- Fixed Hydroid’s Tentacle Swarm Kraken despawning before the ability has expired. A pirate needs his trusted companion to stick around to take care of these landlubbers!
- Fixed a script error from enemies being ragdolled by Hydroid’s Tentacle Swarm.
Hotfix 34.0.2 (2023-10-19)
- Fixed several script errors in Hydroid’s Tentacle Swarm.
- Fixed a script error in Hydroid’s Tempest Barrage when cast on Railjack.
Hotfix 34.0.1 (2023-10-18)
- Fixed a script error in Hydroid’s Corroding Barrage Augment Mod.
- Fixed a script error in Hydroid’s Tidal Surge ability.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
HYDROID Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)