Acrid fires an acidic-infused needle.
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. Unlike the Boltor rounds, the Acrid's rounds are not susceptible to gravity.
This weapon can be sold for
Time: 24 hr
Market Price: N/A Blueprint Price: 15,000
Bio Lab Research Requirements
Time: 72 hr
Ghost x1 Shadow x3 Storm x10 Mountain x35 Moon x100
50% bonus damage to Flesh and 25% bonus damage to Ferrite Armor, making this weapon very effective against Grineer without any elemental mods.
Has 100% Toxin proc chance on each hit.
Toxin proc chance remains, regardless of the damage types it actually deals.
Fast reloading speed.
High rate of fire.
Volatile Runners do not explode upon death.
Good status chance.
Decent ammo efficiency due to the damage over time effect.
Needles have a travel time.
Delay can make it difficult to hit moving targets at a distance.
Damage cannot be increased with Slash
May take time to completely kill enemies, if relying on DoT.
Toxin damage deals less damage to Robotics, Machinery and Fossilized.
See the user build section for builds using this weapon.
A tiny Grineer emblem is visible on both sides of the weapon's reciever.
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 proc, which ticks 9 times over 9 seconds. Each tick deals Toxin
Enemies disintegrate when killed, similar to Saryn's Miasma. This effect is unique to the Acrid and is not shared with other weapons like the Toxin
Torid or the Embolist.
Does not damage explosive barrels, except the ones in the Void and Orokin Derelict.
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 effect's DoT scales with Acrid's base damage, not including elemental mods. To clarify further, Toxin
only Hornet Strike and Magnum Force directly affect the DoT. Damage per tick is 50% of this base damage (a rank 10 Hornet Strike will yield a base damage of 64, with the DoT doing 32 Toxin damage per tick).
Considering its accuracy and effectiveness, sloting a Pistol Ammo Mutation won't be necessary unless you're playing long sessions of Survival or Endless Defense.
Whereas perfectly accurate, it's not recommended to slot Magnum Force at all as it will only result in an (paradoxically) inaccurate mess wasting your ammo.
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.
Before Update 10, Saryn + Mire + Torid + Acrid would give you the only loadout consisting solely of toxin.
As of Update 11.4 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 writing near the barrel says "Obey" in Grineer language.
Acrid will not change its proc damage type in game regardless of mods. (e.g., changing it to viral will still show toxin procs in game). This causes less DoT damage to robotics.
Acrid default stats post Update 11 & Damage 2.0 Acrid as sidearm carried on the leg
Warframe Damage 2.0 ACRID Base Build