Edit Tab Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise. Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.  Tempest Barrage  Tidal Surge  Plunder  Tentacle Swarm  Magnetic  Tempest Barrage  Tempest Barrage 10,000 https://www.warframe.com/droptables Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise. 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. Edit Tab “Market forces dictate that you need to evolve or die.”Hydroid Prime is Vaulted.The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players. Command the ocean's fury with this king of gold and silver. Featuring altered mod polarities for greater customization. Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.  Tempest Barrage  Tidal Surge  Plunder  Tentacle Swarm  Magnetic  Tempest Barrage 10,000 https://www.warframe.com/droptables Command the ocean's fury with this king of gold and silver. Featuring altered mod polarities for greater customization. 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📝 Edit blueprint requirements 25,000 1 1 1  Orokin Cell5 Time: 3 Day(s) Rush: 50  Market Price: N/A  Blueprints Price: N/A Hydroid Prime Neuroptics Blueprint 15,000  Neural Sensors5  Alloy Plate8,750  Plastids1,100  Nano Spores12,750 Time: 12 Hour(s) Rush: 25 Hydroid Prime Chassis Blueprint 15,000  Argon Crystal2  Gallium5  Salvage10,500  Ferrite6,750 Time: 12 Hour(s) Rush: 25 Hydroid Prime Systems Blueprint 15,000  Nitain Extract2  Control Module10  Circuits1,300  Cryotic925 Time: 12 Hour(s) Rush: 25 Notes Hydroid Prime, compared to  Hydroid: Higher Shields (550/650 vs. 365/465) Higher Armor (290 vs. 240) Higher Energy (175/225 vs. 140/190) Higher Starting Energy (100 vs. 75) Additional and Polarities ( vs. ) 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 TennoCon 2020 - Warframe Hydroid Prime References Edit Tab 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  Input table not loaded. Javascript not loaded Result table not loaded. Javascript not loaded 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. Viral TempestTips & 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. 250 Tidal Surge Crash through enemies in a ferocious wall of water. Introduced in Update 13.0 (2014-04-09)  Strength:100 / 200 / 250 / 300  Corrosive damage  Duration:N/A  Range:3 / 4 / 5 / 6 m striking radius Misc: Self status cleanse on castInvulnerable during dash? / ? / ? / 40 m/s speed1 s wave duration Ragdoll on contact Corrosive status on initial hit and variable stacks in contact50% recast energy discount 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. Tidal ImpunityTips & 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. 375 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)  Strength:20 / 25 / 30 / 40 (armor per enemy)20 / 25 / 30 / 40 (armor per  Corrosive status)750 (armor cap)5% / 6% / 7.5% / 10% ( Corrosive bonus damage per enemy)5% / 6% / 7.5% / 10% ( Corrosive bonus damage per enemy per  Corrosive status)200% ( Corrosive bonus damage cap)  Duration:10 / 15 / 20 / 25 s (duration)  Range:25 m (range) 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. 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  Corrosive Damage and Armor Increase Cost 0 20 20% 6 1 30 30% 7 2 40 40% 8 3 50 50% 9 450 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)  Strength:50 / 100 / 150 / 200 ( Corrosive capture damage per second)50 / 100 / 150 / 200 ( True contact damage against Overguarded targets)  Duration:10 / 13 / 18 / 20 s  Range:15 / 15 / 15 / 15 m (spawn radius) Misc: ∞ (cast range)8 / 12 / 16 / 20 (tentacles) Ragdoll during capture100% ( Corrosive status chance) 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. 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. 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. Pilfering SwarmTips & 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 Edit Tab 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) HYDROID PRIME Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525) Armor: Base Rank - 290 (from 275) Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225) While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! HYDROID REWORK For those of you with an interest in the sea, who wish to use the murky depths to drown your foes, the wait is over! Hydroid has received a rework! As with many of our Warframe Reworks, a Forma Inbox will be sent to all players at 11:30am ET on October 18th after Abyss of Dagath launches. The goal of the Hydroid rework was to keep his unique style while making him both easier to use and bringing his power more in line with other Warframes. This means changing how his abilities work through changes to their damage types, removing charging mechanics, and making enemies easier to hit while they are wrapped up in his abilities. Additionally, it meant reworking his passive and removing the Undertow ability, replacing it with the new Plunder ability. For a closer look at our deadly marauder of the deep, let's dive right in! Changing Impact and Magnetic Damage to Corrosive Damage and Status Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level. We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below. Passive Changes Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect. The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful. New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%. Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks! To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit. You can see the Passive in action in the Ability clips below. Removing Charge Mechanics In an effort to make Hydroid more approachable, we have removed the charge mechanic on Tempest Barrage and Tentacle Swarm. The full charge values will now apply baseline to each cast of the abilities. For example, previously, an uncharged Tentacle Swarm would have 40% of the tentacles and 33% of the radius compared to a fully charged cast. With this change, both tentacle count and radius will always be the maximum, what a fully charged cast was previously. This change makes Hydroid’s play more fluid, with more time spent attacking rather than charging abilities for their maximum effect. Ability Changes Tempest Barrage: Damage dealt causes enemies to stagger, rather than ragdoll. This should make enemies easier to kill, as they will stay in the range of Hydroid’s other abilities and be more open to Headshots. The Corroding Barrage Augment Mod has been renamed Viral Tempest and now has a chance to apply a Viral Status Effect, rather than Corrosive Status Effect. It also no longer grants Ability Strength. Changing the Impact Damage of Tempest Barrage to Corrosive Damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes. In light of the punch Corrosive and Viral packs in comparison to Corrosive and Impact, the Ability Strength buff was removed for balance purposes. Added new sound effects to go with the ability. Tempest Barrage staggers enemies instead of ragdoll, making them easier to target. Tidal Surge: Allows some steering of the wave for more control over where Hydroid and his enemies end up when the ability is finished. Exiting Tidal Surge early by jumping now also works while airborne. Tidal Surge’s base speed has been increased and will no longer scale off Ability Range. This change was made to ensure controlling the wave behaves consistently, including where enemies are deposited when the ability ends. Tidal Surge no longer violently flings carried enemies at the end of the surge, and will instead deposit them where the surge ends. This should make Tidal Surge a better ability for grouping enemies and quick killing, as opposed to flinging them across the room. Tidal Surge now applies Corrosive Status Effects to enemies based on how long they are carried by its waves. Tidal Surge now cleanses all of Hydroid’s negative Status Effects. This brings one of the benefits from the Tidal Impunity Augment Mod into the ability directly, granting Hydroid some survivability in his abilities with Undertow’s removal. Added new sound effects to go with the ability. Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward. Undertow (Replaced with Plunder): This ability has been removed and replaced with Plunder. Undertow was an ability which we feel made Hydroid a bit less fun to play as, or play with. There are two main reasons we decided to replace this ability: It forced the player to remain stationary, while many objectives rely on regular movement. It absorbed enemies without instantly killing them, which could lead to instances of hiding enemies that a teammate was trying to kill. Plunder: A new ability added to Hydroid’s third ability slot. All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons. This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder. This means with a full stack of Corrosive Status Effects, their Armor will be removed permanently. The Curative Undertow Augment Mod has been renamed Rousing Plunder and it causes Plunder to heal Hydroid and his allies within Affinity Range. Plunder removes Armor based on Corrosive Status Effects on an enemy. It also provides an Armor and Damage Buff, tracked in the lower-right corner of the HUD. Tentacle Swarm: Now holds enemies in a steadier position, making it easier to eliminate enemies locked down by Tentacles. If a tentacle’s held enemy dies, it will move to grab a new enemy in the Tentacle Swarm’s area of effect. Updated Tentacle sound and visual effects. Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about. Hotfix 33.0.11 (2023-05-24) Fixed script error with Hydroid’s Undertow ability. Update 33.0 (2023-04-26) Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation. Hotfix 32.3.3 (2023-02-17) Fixed Hydroid’s Tentacle Swarm appearing as a square instead of a natural pool shape. Hotfix 32.0.9 (2022-10-05) Reduced the Mastery Rank restriction of all Prime Warframes to 0. Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes). Update 32.0 (2022-09-07) Fixed the Tentacles of Hydroid’s Tentacle Swarm targeting your companion before enemies. Hotfix 31.5.6 (2022-05-04) Fixed Hydroid's Pilfering Swarm affecting Vitoplast drop amounts from enemies in Void Flood missions. This was the original design intention, as was mentioned in the pre-launch sponsored videos on Void Flood missions. Its core design encourages the use of your parkour skills as the primary way to collect scattered Vitoplast around the tileset, with enemy drops being secondary. Hotfix 31.5.4 (2022-05-02) Fixed Hydroid’s Pilfering Swarm being able to duplicate Voidplume Pinion and Arcane drops from Void Manifestation fights. Restored these to match Khora’s Pilfering Strangledome and Atlas’ Ore Gaze Augment mods intentionally not applying their loot bonuses on Void Manifestations. Update 31.5 (2022-04-27) Fixed Hydroid’s Tidal Impunity Augment Energy cost reduction not applying on the second and following casts. Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities: Update 31.2 (2022-03-16) Hydroid Tidal Surge Changes: Hydroid’s Tidal surge can now be canceled early by jumping (similar to Lavos’ Vial Rush). Reduced the cost of a second Tidal Surge cast by 50% while in Tidal Surge. Recasting the ability to change directions will now do so seamlessly while in Tidal Surge form (Hydroid will no longer pop his head out in between casts). Fixed spamming Hydroid's Tidal Surge causing the wave FX to stick to Hydroid permanently. Update 30.6 (2021-08-04) Fixed the ability to reach locations where enemies cannot not damage you by using Hydroid’s Undertow. Hotfix 30.1.1 (2021-05-05) Fixed refreshing Hydroid’s Tidal Impunity removing knock down prevention. Hotfix 30.0.7 (2021-04-22) Fixed only traveling 50% of the intended distance when casting Hydroids Tidal Surge with Fire Walker active (via Helminth Subsume and in place of Undertow). Fixed Hydroid’s Tentacle Swarm timer disappearing when casting Tentacle Swarm then Transferring to the Operator. Hotfix 29.6.5 (2021-01-09) Fixed enemies becoming permanently crowd controlled when under the combined effect of Hydroids Tentacle Swarm and Larva (Helminth Infused). Hotfix 27.4.4 (2020-05-07) Fixed Hydroid’s Immortal Skin not applying correctly to his body. Update 27.3 (2020-03-24) Fixed Heavy Melee Slam Attacks not triggering Hydroid’s Passive to spawn a Tentacle. Update 27.2 (2020-03-05) Armor Change: Hydroid: 200 to 225 Hydroid Prime: 250 to 275 Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes. Fixed a map hole that was only accessible if you were in Hydroid’s Undertow. Like that one scene in X-Men when that one dude is disintegrated into water and slips off the table in a watery terrifying massacre... Hotfix 27.1.1 (2020-02-11) Hotfix 27.0.12 (2020-01-23) Hydroid ability videos have been added to his Arsenal! Update 25.8 (2019-10-01) Warframe Looting Ability Changes Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity: Loot while alive: Ivara Loot petrified: Atlas Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times. Loot corpse: Nekros, Chesa These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/ Update 25.6 (2019-08-08) Tidal Impunity - Tidal Surge - Hydroid Increase the duration of the immunity buff Hotfix 25.1.3 (2019-06-14) Fixed Hydroid becoming stuck in his Tentacle Swarm cast animation after respawning from a teleport volume. Update 25.1 (2019-06-05) Fixed Zanuka being unable to capture Hydroid. Update 24.6 (2019-04-04) Hydroid’s water textures have been updated to reflect fancy new tech introduced with the Plains of Eidolon Remaster! Update 23.0 (2018-06-15) Fixed Hydroid’s Tentacle Swarm’s tentacles sometimes appearing underneath the tile. Hotfix 22.17.2 (2018-04-10) Fixed Hydroid's Tentacle Swarm puddles around the Kraken head sometimes appearing as a square. Update 22.14 (2018-03-01) Updated descriptions for Hydroid’s Tempest Barrage and Tentacle Swarm abilities. Update 22.12 (2018-02-09) Undertow/Tidal Surge Enemies are now properly kept within Hydroid's watery clutches when moving with Undertow. Update 21.6 (2017-08-29) Introduced Hydroid Prime. Update 21.4 (2017-08-10) Hydroid’s base Shield and Armor has received a buff! Shield is now 375 from 345. Armor is now 200 from 65. Tempest Barrage: Tempest Barrage can be cast while in Undertow and will now hit enemies submerged in Undertow. Tempest Barrage can now be charged for longer Duration (more explosions) and more Damage for more Energy. Tidal Surge: Tidal Surge can be used to move around without cancelling Undertow (note that Tidal Surge speed - and hence distance - is halved when used in Undertow). Tidal Surge will now pull enemies along for the ride. Tidal Surge can be interrupted at any point by casting Undertow to go into your puddle, sinking enemies being pulled along. Undertow: Hydroid can pull enemies into Undertow by aiming and clicking on them. Undertow can be cast while in air. Jump and roll will break Hydroid out of Undertow. Hydroid can now move while in Undertow at the expense of Energy. Submerged enemies in Undertow receive Damage Per Second, increasing every second they are submerged. Enemies that die will be released from Undertow instead of dragging their dead bodies along for the ride. (Undocumented) puddle size decreased from 18m to 4m. Tentacle Swarm: Hold onto your ships, Tentacle Swarm has received a new look straight from the depths of the sea! Can you summon the Kraken? Tentacle Swarm can be charged to get more tentacles over a larger area for more Energy. Hydroid tentacles will now seek out nearby enemies and attempt to slam on top of them rather than just always flailing randomly and hoping they hit something. Tentacle Swarm will protrude from Hydroid’s Undertow if active when cast. (Undocumented) spawn radius decreased from 20m to 5-10m. Update: The Silver Grove (2016-08-19) Conclave: Reduced range and increased duration of Tempest Barrage. Conclave: Increased speed of Tidal Surge. Hotfix: Specters of the Rail 0.13 (2016-07-26) Optimized Hydroid Tentacle Swarm ability to improve performance issues. Hotfix: Specters of the Rail 0.4 (2016-07-11) Fixed melee holstering issues on Hydroid. Update: Specters of the Rail 0.0 (2016-07-08) Conclave: Adjusted the melee impact sounds for Hydroid Kraken tentacles. Update: Lunaro (2016-06-15) Fixed Hydroid’s abilities causing a delay when attempting to melee or cast another power. Hotfix 18.13.2 (2016-06-01) Passive: Fixed Hydroid’s passive activating when punching with a fist weapon. Update 18.13 (2016-05-27) Passive: Every Melee Ground-Slam has a 50% chance to lure a Tentacle that will last 15 seconds. Visually tweaked Tempest Barrage targeting effect. Hotfix 18.10.6 (2016-05-06) Fixed enemies dying in Undertow not counting towards your kills. Update 18.10 (2016-04-29) Fixed Undertow resulting in enemies striking a T-pose after death. Hotfix 18.6.3 (2016-03-23) Conclave: Fixed Undertow sometimes displaying a miniature Hydroid. Conclave: Fixed Undertow leaving a hitbox in the center of the puddle. Update 18.6 (2016-03-16) Conclave: Fixed a script error when casting Undertow. Conclave: Fixed Undertow not properly applying to players that walk into the puddle. Update 18.5 (2016-03-04) Conclave: Hydroid is now playable in Conclave. Tidal Wave will no longer ragdoll boss-type enemies. Undertow will no longer pull in boss-type enemies. Tempest Barrage will now display a preview of its AoE zone before being cast. Hotfix 18.0.4 (2015-12-08) Augment: Fixed an issue causing Pilfering Swarm to prevent Defense or Excavation Waves from ending. Hotfix 17.10.2 (2015-11-09) Fixed an issue that would shrink Hydroid after using Undertow. Update 17.5 (2015-10-01) Tempest Barrage and Tentacle Swarm can be now recasted with no cooldown. Update 17.1 (2015-08-12) Fixed Undertow being unaffected by range Mods. Update 17.0 (2015-07-31) Fixed Undertow not being affected by duration or range Mods. Hotfix 16.5.6 (2015-05-19) Fixed Tempest Barrage not properly scaling in damage with rank. Hotfix 15.16.2 (2015-03-11) Augment: Pilfering Swarm no longer applies to bosses. Update 15.16 (2015-02-25) Augment: Tentacle Swarm -  Pilfering Swarm Update 15.13 (2015-02-05) Fixed an exploit in Interception Missions that allowed players to use Tentacle Swarm to put Interception points into an uncapturable state. Update 15.6 (2014-12-11) Augment: Tidal Surge -  Tidal Impunity Update 15.5 (2014-11-27) Augment: Healing speed from Curative Undertow Mod slowed. Also increased energy consumption from 2 to 5 Fixed enemy bodies becoming invisible after dying inside of Undertow. Hotfix 15.2.1 (2014-11-14) Adjusted holster position for staff weapons on Hydroid. Update 15.0 (2014-10-24) Augment: Undertow -  Curative Undertow Update 14.0 (2014-07-18) Tweaked the Bow Idle animations on Hydroid. Tweaked the duration and fade on multiple Hydroid ability sound effects. Hotfix 13.6.1 (2014-06-06) Fixed an issue with Hydroid Swarm Tentacles spawning on Drones which would subsequently result in floating tentacles. Update 13.3 (2014-05-14) Undertow is now toggable. Tweaked the sound effects for many of Hydroid's abilities. Update 13.1 (2014-04-23) Fixed Hydroid's default helmet option being set as "None". Fixed an issue with Hydroid Undertow remaining in game for other players if a client disconnects while the ability is in use. Hotfix 13.0.6 (2014-04-17) Altered the mod costs for Hydroid's abilities to bring them in line with all the other Warframes. Hotfix 13.0.4 (2014-04-11) Tweaked the sound radius of Hydroid's abilities. Fixed issue with Hydroid’s Kraken spawning in random spawn positions on clients. Hotfix 13.0.2 (2014-04-10) Fixed Jackal being dragged around by Undertow. Update 13.0 (2014-04-09)