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[]

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.
- Enhanced Seeking Projectiles: A sphere of light emitted from the Hydrolyst's back which splits into multiple homing projectiles. These are more accurate than the Teralyst's, and are harder to avoid.
- Ground Stomp: Stomps the ground, sending out a ground shockwave that knockbacks back any Tenno in its path a great distance (100 meter radius).
- Ground Smash: Smashes the ground, sending out a series of high-damaging, homing quakes to the Tenno's position. These homing quakes can stun the Tenno and are 25m high. These quakes do not return to the Hydrolyst's position, and instead disappear at their stopping point and spawn green bubbles in the air that will slowly float up and grow in size, though they can be shot down using amps. Failing to shoot down these bubbles in time will cause them to detonate, dealing a considerable amount of magnetic damage with a guaranteed magnetic proc in a large area.
- Gun Swing: Swings its gun arm while firing it in a wide arc, each bullet creating a 2m wide explosion.
- Summoning Scream: The Hydrolyst glows green and screeches into the air. This will summon and buff Vomvalysts around it, also sending Red Orbs to nearby Vomvalysts, making them a Red Glowing variant armed with an Opticor-like beam that is fired in a cone shape that deals immense damage to Operators and Warframes alike after aiming.
- Regenerating Scream: The Hydrolyst glows green and screeches. This will cause surrounding Vomvalysts (that are not affected by Summoning Scream) to link to the Hydrolyst and begin to regenerate its shields. Additionally, this will render it invulnerable to all damage until all linked Vomvalysts are destroyed. Red Glowing Vomvalysts are turned into a Blue Glowing variation which links to near Vomvalysts and has large amounts of Overshields.
- Enhanced Sentient Residue: The Hydrolyst will "bleed" teal blood on the ground after losing at least one of its Synovia, dealing a lot of damage over time to those standing on it.
- Enhanced Star Fall: Fires its gun into the sky, causing a rain of explosive, slightly homing projectiles on all targets nearby. The explosives may cause knockdown. Most of the projectiles spawn right under players. This ability can deal damage through
Limbo's Rift Plane and
Frost's
Snow Globe. Base area-of-effect spans a 300m radius.
- Vomvalyst Bloom Summon: Throughout the fight, the Hydrolyst summons Vomvalyst Blooms, purple portals that will periodically spawn buffed variants of the Eidolon Vomvalysts. The blooms can also link to nearby Vomvalysts, making them immune to damage, and charging them up over time. Fully charged Vomvalysts gain a large amount of overshields and are visually indicated by a bright energy aura surrounding them. The Bloom can be destroyed, but takes massively reduced damage from anything other than Operator attacks and Amps.
- Acid Rain: If at least one limb destroyed, the Hydrolyst will occasionally spawn clouds of acid rain, that cover a wide area, staining the ground green and dealing extreme damage to players standing on it.
- EMP Bubbles: The Hydrolyst will periodically create bubbles of
Magnetic energy, increasing in frequency as more limbs are destroyed, that float into the air and grow until they explode into Energy Spike-like waves that are much faster and do extremely high damage, potentially one-shotting any player hit. However, these bubbles are telegraphed - they are preceded by streams of gas-like particles that emit from the ground, and the bubbles themselves take several seconds to grow large enough to explode. The bubbles can be destroyed before the explosion by gunfire, Operator attacks, and Amps.
- Lightning (Passive): Throughout the fight, the Hydrolyst alters the weather around it, creating clouds of heavy rain and summoning highly damaging lightning. Small ripples of green energy on the floor briefly indicate where the lightning will strike. It seems the lightning cannot hit airborne players.
- Energy Spike: The attack Hydrolyst will use upon the destruction of one of his limbs. This will emit five pulses of highly damaging
Magnetic damage.
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 Xaku's
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[]
- Preparation Phase: Damage an Eidolon Lure and hack it to take control of it. The Lure can then be charged by either letting it absorb a nearby Eidolon Vomvalyst's spectral form, or by picking up the energy orb they drop (indicated by a blue beacon) and passing it onto the Lure. Each lure needs the energy of three Vomvalysts to fully charge. It is recommended to have three lures under control by the end of the hunt.
- Phase 1: The Eidolon Hydrolyst's shield can only be damaged with
Void damage; this can be done with the Operator's power (unlocked only after The War Within). The Synovia weak points will be vulnerable once its shields have been depleted.
- Phase 2: Take down Synovia; this will trigger an energy spike of 5
Magnetic waves in a 65-meter radius and yield an Exceptional Sentient Core for each one destroyed.
- With no charged Lure: The Hydrolyst will teleport away, regenerating 75% of its shield.
- With at least 1 charged Lure: The Hydrolyst will not teleport away, regenerating only half of its shield.
- Phase 3: Once all Synovia have been destroyed, the Hydrolyst will call upon surrounding Vomvalysts to heal it. Destroy these with the Operator.
- Phase 4: The Hydrolyst's entire body will finally be vulnerable to damage. At this point it can be defeated.
- With 0-2 charged Lures (Killed): The Hydrolyst will collapse to the ground, yielding only five Eidolon Shards and an Arcane Enhancement.
- With 3 charged Lures (Capture): The Hydrolyst will be absorbed and dissolved into the ground, the Lures tethered to it explode, additionally yielding a generous amount of Sentient Cores, two Brilliant Eidolon Shards, two Radiant Eidolon Shards (one being reimbursed), two Riven Transmuters and draws from a different drop-pool of Arcane Enhancements.
- When captured, the Hydrolyst may also drop an Eidolon Hydrolyst Articula, which can be placed in the Orbiter for Decoration.
- Successfully capturing the Teralyst, Gantulyst, and Hydrolyst in a single night yields a total of 2 Riven Transmuters, 2 Radiant Eidolon Shards, 3 Brilliant Eidolon Shards, 9 Eidolon Shards, 17 Flawless Sentient Cores, 15 Exceptional Sentient Cores and a large amount of Intact Sentient Cores.
Tips[]
Shattering Impact can remove the Hydrolyst's armor, even while it's shielded; 25 hits will remove the Hydrolyst's armor entirely, allowing weapons to deal full damage.
- As the Hydrolyst is part of the Sentient faction, it is vulnerable to
Radiation and
Cold damage, but resists
Corrosive.
- The increasingly chaotic nature of the Hydrolyst's attacks, coupled with the giant's increased speed, makes attacking its weak points harder than ever, while enduring increased counts of hardly-avoidable damage. Prioritize the shoulder and armpit Synovias first as they are the most difficult to target.
Trivia[]
- Eidolon in Greek literature are the apparitions of living or dead beings.
- Eidolon Synovias are a direct reference to synovial joints, which are compound joints found throughout the body.
- Hydro is Greek for water.
- The Eidolon Hydrolyst was placeholder-named as "Rainalyst" during development and is still referred to as such in the game's files.
- Eidolon Hydrolyst is sometimes referred to by the community as "Harry".
- The 3 night bosses of Plains of Eidolon together are sometimes referred to by the community as "Tridolons" (i.e. "Three Eidolons" - Eidolon Teralyst, followed by Eidolon Gantulyst, and finally by Eidolon Hydrolyst).
Bugs[]
- Even if you have charged lures to prevent the Eidolon from teleporting away, there is still a chance that it will teleport away.
- The Eidolon Hydrolyst may sometimes be killed even with 3 charged lures, randomly ignoring one. Adding additional lures can prevent this.
- When capturing the Eidolon Hydrolyst after Day begins, it may play the 'kill' animation and declare that the bounty has failed, but it will still drop shards as though it was captured.
- The Hydrolyst's Synovias display as Teralyst Synovia, rather than Hydrolyst Synovia
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)
- Introduced.
Last updated: Hotfix 25.1.1 (2019-06-06)
See also[]
- Plains of Eidolon
- Eidolon Teralyst
- Eidolon Gantulyst
- Eidolon Vomvalyst
- Eidolon Shard
- Radiant Eidolon Shard
Collapse![]() | |
---|---|
Drone | Aerolyst • Anu Mantalyst • Anu Pyrolyst • Battalyst • Brachiolyst • Conculyst • Eradicyst • Membroid • Mimic • Oculyst • Ortholyst • Summulyst • Symbilyst |
Spectral | Anu Interference Drone • Choralyst • Spectralyst • Vomvalyst |
Ships | Condrix • Gyrix • Ionyx • Murex • Orphix • Splintrix |
Bosses | |
Teralyst • Gantulyst • Hydrolyst • Ropalolyst • Condrix • Suda-Hunhow • Wolf of Saturn Six (Amalgamized) • Typholyst |
117 comments
Stat formula needs some tweaking after update 36.0 changes on armor scaling
Devs designing the Hydrolyst: "Why don't we give him 1 kilometer wide attacks so that it's not so easy to dodge!"
Other dev: "Great idea. Lets also make them play as the squishiest character in the game so that it's a little more interesting."
The smart guy: "Won't that make the boss fight super annoying?"
Dev no. 1: "Speaking of that, lets make them have to keep a bunch of idiot machines that follow them around alive. That way they can't just dodge everything"
The smart guy: "That will be the dumbest boss fight we have ever designed."
The CEO: "YOU'RE FIRED! BUZZ OFF AND WORK IN MCDONALDS IF YOU'RE SO SMART!"
The only time an operator boss fight has been good is when they gave the drifter Nataruk.
Mad bcs bad, u finally stumbled upon a piece of content in this game that isn't just braindead horde killing and u feel defeated :)
Doesn't matter if eidolon throws tactical nukes at u, u are completely invulnerable while in operator's void mode :) get good please.
I will admit that I was very mad when I made that comment, and usually really enjoy eidolon hunts.
The problem was that Harry kept spamming his sentient blood ability, which has a ~50 meter radius. Anytime I left void mode to attack him I instantly took 500 damage and had to go back into void mode. Then he kept shooting homing missiles at me and only me (don't know what that was about)
But the final straw was that we went into the fight with 6 CHARGED lures and he just killed them all with one shot of his sentient blood.
Just confirming something because I know that a lot of people don't struggle at all with these, the best strategy is just to sit ~400 meters away firing a Rubico Prime through a Volt shield?
You shoot propa it go boom boom you go volt and one tap limb rinse and repeat, if you have trouble keeping lures alive get a trinity
Hydrolyst be like : "Aight imma heal skip now, bye"
Damned trickery drop
"The Eidolon Hydrolyst may sometimes be killed even with 3 charged lures, randomly ignoring one"
Just happened to me. Slogged through 40 minutes of buggy tedium just to get robbed.
Also support won't restore lost items, so have some self-respect by not wasting your time on any of this.
This is usually caused by people moving one or more of the lures too far away at the last second, causing it to lose connection to the eidolon and not counting. There is a lure range limit while the Eidolon is alive, after it's been killed and it's in its death animation the lure can be moved anywhere, such as to the door to cetus.
I did it solo and remained close to the Eidolon.
I don’t think it’s mentioned anywhere in the article (least not here) but the eidolon seem to regenerate the health of its synovia if you only damage it partially.
I noticed this when doing a VS Volt (subsumed eclipse and used the aug for his 1) solo run, strategy was using VS to quickly damage the shields , then partially dmg 1 synovia (by not activating one of the buffs) while do damaging the other. this way i could dmg the other synovia quickly even when VS is in CD
Yeah a lot of players can confirm this I think: focus on one weak spot, 'cos partially damaged ones will be instantly & fully restored as soon as one weak spot is down.
With the fights going increasingly crazy it's logical to try and damage all of them before taking one down (+ versus Terry it would give more time to charge the Lures) but hey too bad, would be too easy.
You can always go Unairu, works wonder versus shields with a 7x7 amp (pick your favorite scaffold but the prism is really nice with U.W.) especially since amps have been allowed to be buffed by 2 arcanes at the same time and the wisp is picked up from a distance (no more gr*ss-licking looking for it haha).
Still, one thing I am wondering: what's so difficult with the weak spots? Just bring a Redeemer Prime for the legs (versus Hydrolyst 2 heavy shots with a not-even-maxed-Red.P. or max 3 for the tiny last bit of HP if a buff is missing) and a Rubico Prime for the upper ones (a full clip should do -that's 2secs of firing time and you can avoid reloading with any synth mod of the set)... Any classical buffing set-up will allow these 2 weapons to achieve aforementioned common "performances".
Anyway, you're creative, I like that! I like that very much actually, keep it up! :)
Just added up the percentages for the kill arcanes loot table it doesnt add up to 100% its missing 13.77% what is the rest of the loot table? is there a 13.77% chance to get nothing?
24.78% + 22.23% + 13.76% + 13.76% + 13.76% + 11.70% = 99.99% ~= 100% (displayed drop chances are rounded but internal calculations should use floats to add up to 100%) Not sure what the issue is.
Just soloed my first hydrolyst, the adrenaline is real.
Interesting, i thought DE was removing these really hard fights from nightwave to make nightwave more accessible players, so no Profit Taker for example, but killing this thing still exists? I suppose you can get carried to this unlike profit taker but still.
You also can get the nightwave challenge to kill profit taker even when you are not rank 5 with fortuna, so its literally impossible to do it
They are Elite weekly acts. Nothing strange if they are less accessible to weak players.
There's plenty of elite challenges that you can't do if you don't meet the requirements, like the one to kill 1000 enemies on the steel path. The vast majority of players never reach the steel path
Mainly cause they never bother to actually do it lol.
God this guy is like sensory overload as a boss
If you're trying to get the advanced forms of the protovyre armor, just follow this lug around after breaking a few limbs. They summon so many easy to kill vomvalysts I got halfway through the second form in one go.
Or you can just replay the Octavia's Anthem quest and farm never ending spawning lvl.20 sentients in the "Find the second song fragment" part, which you can abandon when done and re-do that part when you wanna farm the next challenge part of the set.
Yep, Octavia's anthem is way better. Especially since you need to capture Terry and Garry before you can spawn this dude and not everyone is capable of doing it.
I know late post but;
Terry and garry, i work with both a guy called terry and a guy called gary and now i will never look at them the same.
Thank you xD
I also need to see if we can hire someone called Heidi
Why Heidi??? Harry makes so much more sense
"25 hits will remove the Hydrolyst's armor entirely, though doing so will also remove its weakness to Radiation damage."
Excuse my dumb question and please enlighten me, but, won't that actually make it more vulnerable to base damage and high crit damage than outright just Radiation, since its armor is removed?
Also, whatever the fuck that last bit in the Bugs section is, it's pure nonsense.
Iirc armor damage gets calculated twice and radiation has +75% to alloy so it becomes +150% damage so overstripping will remove the bonus 150%
Does just using electric work then?
"The Bloom can be destroyed with either Operator attacks or gunfire." This is wrong, Ive tried gunfire, necromech guns ect and nothing damages it except amp damage.
It can be destroyed by gunfire, my Tenet Spirex does fine at it. It does, however, take hugely reduced damage from non-operator sources.
The host can't damage blooms with guns; everyone else can.
Vomvalyst bloom CAN NOT be destroyed with gunfire as is states above ! Only with operator fire!
It can be destroyed by normal gunfire, if you are a client, hosts have to use the amp
I keep dying to Harry ( VS Volt, can solo Terry and Garry with ease). I already have rolling guard in. Should I swap it out and put Umbral Vitality and Intesify and adaptation? also best amp to deal with both Vomvalysts and One shot Harry's shields plz?
VS with propa certus and raplak
Hes playing solo tho, 777 amp with virtuos strike is the ez mode for solo
*Screams in Weather vain*
WHY THE FUCK DO I ONLY GET ARCANE ARACHNE FROM THIS STUPID FUCKING FIGHT,
OVER 40 KILLS AND LITERALLY 20 OF THEM AT ALL ARCANE ARACHNE
Thats bad rng luck lol
LMAO NICE RNG
A moment of silence was taken that day.
Hdduhijjfe jrn ngme1okojwjwng
Definitely
Undoubtedly
The sun gods may bless us and they shall accept this sacrifice
Real
May I ask - is the javascript for the eidolon level/armor/effective health broken for this mob and/or all others because I constantly get "Javascript not loaded." at the place with the slider for the level. Extremely rarely when I reload the slider appears there , sometimes unable to function properly. Most of the time it just isnt loading no matter how many times I reload the page. I have javascript allowed on my browser so the problem isnt from me I think. Ive used this feature before and I cant understand why its broken now and if I can do something about it. I tried checking on the Internet for a solution but nothing helps. Im writing for it here because I dont know where to post this issue or have the time to search . Its also connected to the mob information on the page so bare with me. I wanted other people to know about this issue and say if they have it too.
I've been experiencing this too. I can move the slider on all enemy pages but their effective health etc never changes. Like you I have java script enabled so can only assume something is broken on the site itself.
Works fine for me on Opera.
The boss where you say OH LAWD HE COMMIN
The boss where you say OH LAWD HE COMMIN
The boss where you say OH LAWD HE COMMIN
OH LEWD HE CUMMIN
The boss where you say OH LAWD HE COMMIN