DmgCorrosiveSmall64--  DmgColdSmall64++  DmgRadiationSmall64++
05000.015210.7330.50.021.7520.750.0051.750.40.750.001542600.9
JavaScript not loaded. Please refresh your browser using Ctrl+F5 on PC or Shift+R on Mac.
HydrolystSigil Hydrolyst Sigil 10.00%

The Ostrons believe the Hydrolyst is an omen of impending natural disaster. Stories describe a distinct, pungent aroma that precedes the arrival of this toxic beast.

The Eidolon Hydrolyst is a titanic spectral Sentient Eidolon creature that can be summoned on the Plains of Eidolon at night, acting as one of the Grand Bosses of the landscape. This is the third and final of the 3 night bosses of Plains of Eidolon, preceded by Eidolon Teralyst and Eidolon Gantulyst. This one is large enough to wield the landing strut of an ancient spacecraft as a weapon, and its arcane energies create localized storm systems wherever it surfaces.

All Eidolons are remnants of a Sentient that was defeated in a battle against the Tenno during the Old War, whose remains now wander the plains perpetually searching for their lost components. These fragments are, however, still formidable creatures armed with powerful attacks and near-impenetrable defenses, and are hostile to both Tenno and Grineer alike.

It is important to note players that have not unlocked Transference from The War Within won't have any means to properly fight the Eidolon Hydrolyst.

Behavior[]

20180209212421 1

The shrine located in the middle of Gara Toht lake.

After Tenno capture the Eidolon Gantulyst, they must offer their Radiant Eidolon Shards on the Eidolon shrine located in the middle of Gara Toht Lake. This will cause the Eidolon Hydrolyst to emerge from the lake, marked by a column of green light.

The Hydrolyst generally walk in one direction, even if the Tenno are nearby, though their attention can be drawn to specific locations by using Eidolon Lures found throughout the Plains at night. The Hydrolyst has many different attacks which do extremely high damage, and while most of those attacks are telegraphed, they may remain quite hard to dodge, even with extensive use of the Operator's Void Mode. Like the preceding Gantulyst, the Hydrolyst is unusually mobile for its sheer size.

If the Hydrolyst is still alive once sunrise hits, it will change course towards the nearest body of water. Upon arriving, it will become invulnerable and disappear in a pillar of blue light as it sinks back in, and all Eidolon Lures will self-destruct. The Hydrolyst can still be killed en route as long as it has not reached the water.

Tactics[]

General[]

Dealing with the Hydrolyst is essentially the same as dealing with the Gantulyst, in that it possesses 6 Synovia (one on each knee, one on each arm, and one on each of its shoulderblades), thus requiring the use of 3 charged lures if players wish to capture it.

Much like the Gantulyst, the Hydrolyst moves quickly, forcing the Tenno to run after it at all times and making it harder to hit its weak points.

The Hydrolyst remains immune to XakuIcon272 Xaku's DmgVoidSmall64 Void abilities. For recommended Warframes to deal with the Hydrolyst, refer to the Strategy section for the Teralyst.

As powerful as they are, the majority of the Hydrolyst's attacks only affect players on the ground. Spending time airborne is an efficient alternative to the Operator's Void Mode to dodge the attacks.

Summary[]

Tips[]

Trivia[]

Bugs[]

Gallery[]

Patch History[]

Hotfix 37.0.4 (2024-10-10)

  • Fixed several script errors caused by Eidolons.

Update 36.0 (2024-06-18)

  • Fixed a script error caused by a player with a Mastery Rank lower than 5 joining an Eidolon hunt.

Update 35.5 (2024-03-27)

  • Fixed rare crash that could occur when returning to Orbiter when disconnecting from a fight with the Eidolons.

Hotfix 31.5.4 (2022-05-02)

  • Fixed Unairu’s Magnetic Flare being able to completely strip Profit-Taker’s shields in one cast.
    • Applied the same logic with Magnetic Flare that is used for other bosses (Eidolons for example), since completely stripping Shields in a single Magnetic Flare cast removes a large portion of certain gameplay mechanics in these fights.

Update 30.9 (2021-11-11)

  • Fixed Eidolons being forcibly moved with Bonewidow’s Firing Line ability. While this may sound harmless, a full squad of Bonewidows could displace the Eidolon into water instantly spawning multiple Vomvalysts.
  • Fixed script error with Eidolon fights.

Hotfix 30.5.3 (2021-07-09)

  • Fixed all enemy shockwave type attacks doing knockbacks (ex: Eidolons).

Update 29.2 (2020-09-29)

  • Fixed a script error when playing Eidolon hunts.

Hotfix 27.3.15 (2020-04-17)

  • Fixed an issue where an Eidolon Wail could hit players in Limbo’s Rift after a Host migration.
  • Fixed a script error that could occur when fighting Eidolons if an energy wave was still propagating as the Eidolon died.

Hotfix 25.7.6 (2019-09-18)

  • Fixed Teralysts (and other Eidolons) taking more damage to weak points than they should be.

Hotfix 25.7.3 (2019-09-03)

  • Fixed certain Amps no longer applying multiple instances of damage to Eidolons. This resulted in the Shwaak Prism feeling like it lacked punchthrough, when in fact it was the Eidolon who was not registering hits.

Hotfix 25.1.1 (2019-06-06)

  • Fixed the Hydrolyst being affected by abilities that the Teralyst is immune to (e.g. Magus Anomaly).

Hotfix 23.10.6 (2018-10-18)

  • Improvements towards Vomvalysts spawning underground while fighting the Hydrolyst.

Update 23.10 (2018-10-12)

  • Fixed blinding Eidolon fights among other things by making sure adaptive exposure was working on all FX in dark settings.
  • Fixed an issue with missing Affinity when destroying an Eidolon Synova while not in Operator mode.

Update 23.0 (2018-06-15)

  • Hydrolyst no longer has regenerated Shields immediately after teleporting from being stuck.

Update 22.16 (2018-03-15)

  • Based on feedback we are making some changes to the intensity of Visual Effects in Warframe, especially in the context of Eidolon fights!
    • Reduced some visual noise/lens flares on numerous Warframe abilities.
    • Reduced some visual noise/lens flares on the Operator Amp explosions/melee burst.
    • Greatly toned down lens flare brightness and durations of Teralyst abilities (and variants) to help with visual clutter
  • Fixed an extra "0" damage number popping up for every instance of damage dealt to a Teralyst Synovia. Shotguns will therefore no longer shower the Teralyst with a confetti of zeroes when hitting a weak-point.
  • Fixed dealing slightly less damage to Eidolon Synovias due to obscured hitboxes.
  • Fixed a script error when being attacked by certain abilities from the Gantulyst or Hydrolyst.
  • Fixed replication issue preventing Clients from seeing the explosions from Hydrolyst's bubbles.

Hotfix 22.13.2 (2018-02-16)

  • Teralyst, Gantulyst and Hydrolyst now all drop Arcanes!
    • All 3 Teralysts have a 100% chance of dropping an Arcane.
    • The variety of Arcanes have been spread out across all 3 variants and weighted according to the rarity of the Arcane and difficulty of the Teralyst variant.
    • How you choose to defeat the Teralyst variants also attributes to the Arcane type/chance.

Hotfix 22.13.1 (2018-02-15)

  • Fixed a potential script error when fighting the Teralyst that would break Eidolon Lure functionality.
  • Fixed smaller than intended collision shapes on the Teralysts, especially noticeable on the Gantulyst and Hydrolyst. This did not affect their "damage hitboxes", only player collision.

Update 22.12 (2018-02-09)

Last updated: Hotfix 25.1.1 (2019-06-06)

See also[]