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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 AshIcon272 Ash's BladeStorm130xWhite Blade Storm.
    • Hydroid was the first Warframe to have DmgTrueSmall64 True Damage, followed by Ash's revamped Blade Storm. Hydroid's True Damage also ignores shields.
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AladVPortrait d
“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.

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 HydroidIcon272 Hydroid, possessing increased shields, armor, and energy capacity, as well as an additional Vazarin Pol and Naramon Pol polarities. Hydroid Prime was released alongside BallisticaPrime Ballistica Prime and NamiSkylaPrime Nami Skyla Prime.

Acquisition

Vaultings

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell Orokin Cell
5
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Hydroid Prime Neuroptics Blueprint
Credits
15,000
NeuralSensors Neural Sensors
5
AlloyPlate Alloy Plate
8,750
Plastids Plastids
1,100
NanoSpores Nano Spores
12,750
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Hydroid Prime Chassis Blueprint
Credits
15,000
ArgonCrystal Argon Crystal
2
Gallium Gallium
5
Salvage Salvage
10,500
Ferrite Ferrite
6,750
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Hydroid Prime Systems Blueprint
Credits
15,000
NitainExtract Nitain Extract
2
ControlModule Control Module
10
Circuits Circuits
1,300
Cryotic Cryotic
925
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • Hydroid Prime, compared to HydroidIcon272 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 Vazarin Pol and Naramon Pol Polarities (Madurai PolVazarin PolNaramon PolNaramon Pol vs. Madurai PolNaramon Pol)
  • 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 TentacleSwarm130xWhite 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 PrimeIcon272 Frost Prime, can achieve the third highest total shield value out of all Warframes at 3,195 by combining Mod TT 20px RedirectionMod TT 20px Primed VigorMod TT 20px Augur Accord, and their maximum Overshields (+1200). HarrowIcon272 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 Mod TT 20px Shield Charger and Sequence).
  • Hydroid Prime was revealed at TennoCon 2017 alongside Excalibur UmbraIcon272 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

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Enemies damaged by HydroidIcon272 Hydroid are permanently more vulnerable to DmgCorrosiveSmall64 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 DmgCorrosiveSmall64 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 

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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:
  • 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:

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
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Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

PirateCannonBarage PirateCannonBarage PirateCannonBarage
PirateTidalWave PirateTidalWave
PirateLiquefy PirateLiquefy PirateLiquefy
PirateKraken PirateKraken PirateKraken
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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:

Tempest Barrage staggers enemies instead of ragdoll, making them easier to target.

Tidal Surge:

Tidal Surge now carries enemies with the wave, depositing them where the wave ends instead of throwing them forward.

Undertow (Replaced with Plunder):

Plunder:

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:

Tentacle Swarm now holds enemies still for easy targeting, rather than violently shaking them about.

Hotfix 33.0.11 (2023-05-24)

Update 33.0 (2023-04-26)

Hotfix 32.3.3 (2023-02-17)

Hotfix 32.0.9 (2022-10-05)

Update 32.0 (2022-09-07)

Hotfix 31.5.6 (2022-05-04)

Hotfix 31.5.4 (2022-05-02)

Update 31.5 (2022-04-27)

Update 31.2 (2022-03-16)

Hydroid Tidal Surge Changes:

Update 30.6 (2021-08-04)

Hotfix 30.1.1 (2021-05-05)

Hotfix 30.0.7 (2021-04-22)

Hotfix 29.6.5 (2021-01-09)

Hotfix 27.4.4 (2020-05-07)

Update 27.3 (2020-03-24)

Update 27.2 (2020-03-05)

Hotfix 27.1.1 (2020-02-11)

Hotfix 27.0.12 (2020-01-23)

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:

  1. Loot while alive: Ivara
  2. Loot petrified: Atlas
  3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
  4. 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

Hotfix 25.1.3 (2019-06-14)

Update 25.1 (2019-06-05)

Update 24.6 (2019-04-04)

Update 23.0 (2018-06-15)

Hotfix 22.17.2 (2018-04-10)

Update 22.14 (2018-03-01)

Update 22.12 (2018-02-09)

Update 21.6 (2017-08-29)

Update 21.4 (2017-08-10)

Update: The Silver Grove (2016-08-19)

Hotfix: Specters of the Rail 0.13 (2016-07-26)

Hotfix: Specters of the Rail 0.4 (2016-07-11)

Update: Specters of the Rail 0.0 (2016-07-08)

Update: Lunaro (2016-06-15)

Hotfix 18.13.2 (2016-06-01)

Update 18.13 (2016-05-27)

Hotfix 18.10.6 (2016-05-06)

Update 18.10 (2016-04-29)

Hotfix 18.6.3 (2016-03-23)

Update 18.6 (2016-03-16)

Update 18.5 (2016-03-04)

Hotfix 18.0.4 (2015-12-08)

Hotfix 17.10.2 (2015-11-09)

Update 17.5 (2015-10-01)

Update 17.1 (2015-08-12)

Update 17.0 (2015-07-31)

Hotfix 16.5.6 (2015-05-19)

Hotfix 15.16.2 (2015-03-11)

Update 15.16 (2015-02-25)

Update 15.13 (2015-02-05)

Update 15.6 (2014-12-11)

Update 15.5 (2014-11-27)

Hotfix 15.2.1 (2014-11-14)

Update 15.0 (2014-10-24)

Update 14.0 (2014-07-18)

Hotfix 13.6.1 (2014-06-06)

Update 13.3 (2014-05-14)

Update 13.1 (2014-04-23)

Hotfix 13.0.6 (2014-04-17)

Hotfix 13.0.4 (2014-04-11)

Hotfix 13.0.2 (2014-04-10)

Update 13.0 (2014-04-09)