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Acrid
Acrid2
Statistics
Weapon Slot Secondary
Weapon Type Pistol
Trigger Type Semi-Auto
Utility
Noise Level 45.0m
Fire Rate 6.7 rounds/sec
Accuracy 100
Magazine Size 15 rounds/mag
Max Ammo 210 rounds
Normal Attacks
Elemental Type Toxin b Toxin
Miscellaneous
Polarities None
Introduced Update 8.0
Acrid fires an acidic-infused needle.

The Acrid is a Grineer weapon unlockable through Bio Lab Research in the dojo. It is a toxic weapon system that delivers toxin-filled flechettes, rather similar to the rounds from the Boltor.

This weapon can be sold for Credits64‍ 2,500.

Manufacturing Requirements
Credits64
30,000
MutagenMass64
5
Salvage64
6,000
NanoSpores64
5,000
Forma64
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: N/A Blueprint2 Blueprint Price: Credits6415,000
Bio Lab Research Requirements
Credits64
7,500
MutagenSample64
10
Ferrite64
150
PolymerBundle64
500
NanoSpores64
1,000
Time: 72 hrs
Prereq: Torid
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Toxin b Toxin damage.

Advantages:

  • Innate Toxin b Toxin damage.
    • 25% bonus damage to Ferrite Armor - effective against Grineer units equipped with it.
    • Toxin damage ignores Shields and deals 50% bonus damage to Flesh - effective against Corpus.
    • Has 100% Toxin b Toxin proc chance on each hit, which occurs in addition to procs from the weapon's status chance.
  • Fast reloading speed.
  • High rate of fire.
  • Perfect accuracy.
  • Decent ammo efficiency due to the damage over time effect.
  • No recoil.
  • Can use the Acrid-exclusive Toxic Sequence mod.

Disadvantages:

  • Needles have a travel time.
    • Delay and small size of the needles can make it difficult to hit moving targets at a distance.
  • Damage cannot be increased with Slash b Slash, Impact b Impact or Puncture b Puncture mods.
  • May take time to completely kill enemies, if relying on DoT.
  • DoT is only affected by base damage and Toxin b Toxin damage (adding elemental damage besides Toxin b Toxin will not increase it)
  • Toxin b Toxin damage deals less damage to Robotics, Machinery and Fossilized.
  • Low critical chance. 

Weapon LoadoutsEdit

NotesEdit

  • A tiny Grineer emblem is visible on both sides of the weapon's receiver.
  • As of a recent update, the Acrid is no longer silent. It appears to be actually quite loud in game terms. This can still be countered by using the Suppress mod.
  • The Acrid leaves a stackable damage-over-time (DoT) effect due to its Toxin b Toxin proc, which ticks 9 times over 9 seconds. Each tick deals Toxin damage.
  • Enemies disintegrate when killed, similar to Saryn's Miasma. This effect is unique to the Acrid and is not shared with other Toxin b Toxin weapons like the Torid or the Embolist.
  • As of Update 10.3, the toxin mixture in the barrel is affected by the Acrid's energy color, and the tiny explosion effect on needle impact. Note that the explosion effect is purely cosmetic. 
  • As of Update 11.3, the Toxin b Toxin effect's DoT scales with the Acrid's base damage, including toxin damage mods. For example, Pathogen Rounds, Hornet Strike, Magnum Force, and Faction Damage Mods directly affect the DoT. Damage per tick is 50% of this base damage.
  • Even if the weapon is modded to no longer deal Toxin b Toxin damage on-hit, toxin mods like Pathogen Rounds still increase the damage of the Toxin b Toxin DoT.
  • Considering its accuracy and effectiveness, slotting a Pistol Ammo Mutation won't be necessary unless you're playing long sessions of Survival or Defense.
  • Despite its incredibly high base accuracy the Acrid's accuracy value is heavily degraded by Magnum Force well beyond what the mod's penalty would suggest, making the weapon highly inaccurate as a result.
  • To clarify on how the weapon proc works: the weapon will proc toxin on every single shot, even if another elemental status procs. So if you mod the weapon to deal only corrosive damage using an electricity mod, the weapon will proc toxin on every shot, and have a chance for corrosive procs. The proc chance listed on the weapon is actually for any other elemental damage that is created by the weapon. It cannot proc toxin twice with one shot. 

 

TipsEdit

  • Semi-automatic firing can be countered by simply adding an alternative way of firing on 'scroll up' or 'scroll down' through the key binding customization.
  • Getting headshots will not only double the damage of the weapon, but double the resulting damage ticks as well.
  • Toxic Sequence can cause proc length to triple; stacking shots quickly on enemies will cause their health to quickly succumb to thousands of damage a second, with players able to stack many shots at once before the first damage tick expires.

TriviaEdit

  • Before Update 10.0, equipping Saryn, Mire, Torid and Acrid would give you the only loadout consisting solely of toxin-based attacks.
  • As of Update 15.5 the Acrid is physically the largest handgun in Warframe.
  • One definition for "acrid" is "sharp and harsh or unpleasantly pungent in taste or odor", likely owing to the gun's toxin-based damage.
  • The Acrid has Grineer OGrineer BGrineer EGrineer Y written in Grineer near the barrel, this translates to "Obey".
  • Inside of a Chem Lab, a holographic Acrid can be seen, similar to many other Grineer weapons. 
  • The Acrid is the only non-Infested weapon available via the Bio Lab. 

MediaEdit

  • Acrid default stats post Update 11 & Damage 2.0
  • Acrid as sidearm carried on the leg

Patch HistoryEdit

Update 18.0
  • Fixed the Acrid's Toxin DoT not applying to Osprey enemies.

Update 15.0

  • Acrid: Toxic Sequence: adds 50% status duration.

Update 14.2

  • Base damage increased from 20 to 35.
  • Critical Chance increased from 2.5% to 5%.
  • Crit multiplier increased from 1.5x to 2x.

Update 14.0.11

  • Reduced Acrid damage multiplier from 1 to .25

Hotfix 11.0.1

  • Acrid Pistol, damage increases.

Update 11.0

  • Fixed Acrid weapon not doing damage over time.

Update 10.5

  • Corrupted Heavy Caliber mod now works with Acrid.

Update 10.3

  • Acrid now uses energy color.

Update 9.5

  • Added custom reload sound for Acrid.

Update 9.0

  • Fixed Acrid DOT numbers not showing up on capture target, and death affect not replicating.

Update 8.2

  • Fixed Acrid’s DOT not always working on client.

Hotfix 8.1.3

  • Fixed Hornet Strike not affecting DOT from the Acrid.

Hotfix 8.1.2

  • Fixed Acrid darts not disappearing.

Update 8.1

  • Fix for Capture Target being dissolved by Acrid, becoming un-capturable.

Update 8.0

  • Weapon introduced.

See alsoEdit

WeaponsDamageCompare AllCosmetics

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