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Weapon Slot Secondary
Weapon Type Pistol
Trigger Type Semi-Auto
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
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
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: N/A Blueprint2 Blueprint Price: Credits6415,000
Bio Lab Research Requirements
Time: 72 hrs
Prereq: Torid
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


This weapon deals primarily Toxin b Toxin damage.


  • Innate Toxin b Toxin damage.
    • 25% bonus damage to Ferrite Armor - effective against Grineer units equipped with it.
    • 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.
  • Good status chance.
  • Decent ammo efficiency due to the damage over time effect.
  • No recoil.
  • Can use the Acrid-exclusive Toxic Sequence mod.


  • 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 (adding elemental damage will not increase it)
  • Toxin b Toxin damage deals less damage to Robotics, Machinery and Fossilized.
  • Low critical chance. 

Weapon LoadoutsEdit


  • 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, not including elemental mods. Only Hornet Strike, Magnum Force, and Faction Damage Mods directly affect the DoT. Damage per tick is 50% of this base damage
  • 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, unless 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 unless the corrosive procs. The proc chance listed on the weapon is actually for any other elemental damage that is created by the weapon. 



  • 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 double; 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.


  • 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.
  • As of Update 9.5, the Acrid uses a different reload animation than other pistols. It consists of disconnecting the barrel for a short period of time and reattaching it to the gun.
  • 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. 


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

=Patch HistoryEdit

Patch HistoryEdit

See also==Edit

WeaponsDamageCompare AllCosmetics

Start a Discussion Discussions about Acrid


    9 messages
    • Even an unmodded Acrid can do 100 damage/tick on a target effected by Sonar. 15 rounds with perfect accuracy - 1500 damage per tick against a b...
    • Acrid is probably better because Embolist can only shoot in close range and going against high level enemies to use Embolist would be suicide.
  • The Acrid doesnt apply the puncture dmg. I cant see it on its stats.

    5 messages
    • it doesn't have any base puncture dmg. The mod works like this= 0%*60%=0%
    • In short, since it have 0 puncture damage: 0 x 160% = 0 Punctures. Therefore useless for Acrid.

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