Created by combining Toxin and Electricity damage. Highly effective against Grineer Ferrite Armor and Fossilized Infested. Corrosive Status Effect temporarily removes up to 80% of the target's armor value with multiple stacks.
The status effect of Corrosive damage is Corrosion. It temporarily degrades the armor of the afflicted target by 26% for 8 seconds. Subsequent procs further reduce armor by 6% of the original armor up to 80% armor reduction in total after 10 stacks, each stack having its own duration. Any stacks applied after the 10th will replace the oldest stack.
Emerald Archon Shard can increase the maximum Corrosive status procs by +2 (+3 for Tauforged). Applying 14 stacks can fully remove all armor for the duration of the status.
Hydroid's passive causes enemies damaged by him to be permanently more vulnerable to Corrosive status, with the first proc degrading 50% of armor, allowing him to have 100% armor reduction at 10 stacks. This vulnerability can come from any source of Corrosive procs, not just from Hydroid's weapons or abilities, as long as he has damaged the enemy.
Enemies affected by a Corrosive proc will be covered in a faint green, electricity-like substance. Enemies killed while affected by a Corrosive proc will have their corpses partially corroded and dissolved.
Corrosive status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following: Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)
View detailed examples ▾▾
For example, a full 4-player squad with max-rank Corrosive Projections, an active Heat proc, and max stacked Corrosive proc will result in an enemy's armor being reduced to:
Corrosive does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
As with all damage types effective against armor, Corrosive damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Corrosive damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%.
Hydroid expends 25energy to mark a targeted location for orbital bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water missiles from above to strike the marked area 3 / 5 / 8 / 10 meters in radius for 4 / 6 / 8 / 10 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing 100 / 150 / 200 / 300Corrosive damage with a 100%status chance and Stagger to enemies within a 5 meters explosion radius.
Damage does not bypass obstacles in the environment and does not diminish with distance.
The barrage will be centered on the spot where the reticle is pointing up to the first solid object within view. This allows Tempest Barrage to be cast at distant locations as long as one has line of sight. Note that it tends to fall short if cast through a door or gateway.
When cast on Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
Ability Synergy:
Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
Tempest Barrage is a One-Handed Action that allows casting during movement, while midair, and on ziplines.
Can be recast while active to create multiple barrage instances.
Water missiles and their impact indicator circles are affected by Hydroid's chosen Warframe energy color.
Breaks containers and damages turrets/cameras.
Subsuming Hydroid to the Helminth will offer Tempest Barrage and its augments to be used by other Warframes.
Mod for Ability Range to increase the explosion radius of each water missile, allowing more enemies to be damaged and knocked down inside and around the barrage area.
Cast multiple barrages in different directions to lock down chokepoints from incoming enemies.
Combo with Tentacle Swarm to keep enemies locked down in the blast area.
Misc:
Self status cleanse on cast Invulnerable during dash ? / ? / ? / 40 m/s speed 1 s wave duration Ragdoll on contact Corrosive status on initial hit and variable stacks in contact 50% recast energy discount
Hydroid expends 50energy to cleanse himself of all negative Status Effects while transforming into liquid and surging forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his speed increases to ? / ? / ? / 40 meters per second over a duration of 1 second; the wave may be steered during its travel by changing the view direction, and Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within 3 / 4 / 5 / 6 meters of the wave are Ragdolled and pulled along by the riptide, while dealt 100 / 200 / 250 / 300Corrosive damage when caught by the wave and when the wave breaks at the end of the duration, and are inflicted with a variable number of Corrosive Status Effects based on how long they are carried by the wave.
Tidal Surge's pull on enemies attempts to collect them in front of Hydroid's wave. At the end of the surge, pulled enemies are left clumped together at the location where the wave ended.
Hydroid jumping out of Tidal Surge will carry forth its momentum as he travels through the air.
Can be recast while active to remain in waveform and renew the surge for continuous travel toward a new direction. Tidal Surge's energy cost is discounted by 50% if cast again while Hydroid is surging.
Ability Synergy:
Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
Tidal Impunity is a HydroidWarframe Augment Mod for Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.
It can be used to reach or pass certain areas of the map.
Bugs
Sometimes when Hydroid emerges from the wave, his "fin" will be gone.
On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen.
Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies affected by Corrosion Status offer a greater increase.
Hydroid expends 75energy to siphon the armor from all seen enemies within 25 meters, Staggering them and consuming any active Corrosive status to permanently remove their armor. For 10 / ? / ? / 25 seconds, Hydroid gains a 20 / ? / ? / 40 bonus armor per enemy and per consumed Corrosive status effect to a cap of 750 bonus armor, and a Corrosive damage bonus to all weapons by 5% / ? / ? / 10% per enemy and per consumed Corrosive status effect to a cap of 200%Corrosive damage bonus.
Does not require line-of-sight from Hydroid; enemies only need to be within view of the camera to be affected.
While the bonus is active, a stylized armor and damage bonus counter appears above the ability icons.
If Plunder affects enemies on recast, the bonus values are replaced by the new values. If no enemies are affected, the bonus values will not change but the duration will not be refreshed.
Ability Synergy:
Passive allows 10 Corrosive stacks to fully and permanently remove all enemy armor.
Hydroid expends 50energy to summon a creature from the deep, causing up to 8 / 12 / 16 / 20 tentacles to emerge from all surfaces within a marked location 9 / 9 / 15 / 15 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets and lifting them into the air until the ability expires after 10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a Ragdoll state and stay attached to the tentacles while suffering 50 / 100 / 150 / 200Corrosive Damage with 100%status chance per second.
Against enemies with crowd control immunity and protected by Overguard, tentacles will not capture targets or inflict their Corrosive damage over time, since they are not physically attached. However, Overguarded enemies will be attacked once by the tentacle spawning under them, inflicting ? / ? / ? / 200True damage with a guaranteed Corrosive status effect.
Tentacles detect and capture new enemy targets when they come into range.
Each tentacle can only capture one enemy at once.
This means that Tentacle Swarm can only incapacitate 20 enemies at any given time.
Tentacles with captured enemies will hold their victims steady in the air, allowing players to take aim and kill their targets.
Ability Synergy:
Hydroid's Passive allows the first Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks.
However, Tentacle Swarm alone cannot reach 10 Corrosive stacks and is only able to reach 8 stacks at most due to inflicting status per second and the status's 8 second duration.
Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions.
Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color. However, when the ability is cast by Hydroid Prime, the tentacles will be opaque and more organic in appearance.
Pilfering Swarm is a HydroidWarframe Augment Mod that grants Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Range:20 / 22 / 25 / 30 m (cast range) 6 / 10 / 12 / 15 m (heal radius)
Misc:
2,900 HP (total health cost) 2 HP (min. health threshold) 100% (armor bonus cap) ∞ (armor bonus duration) 5 m (spread radius) 100% (spread remaining duration) 29 HP (health drain per percent charge) 4.67s (time to full armor bonus) 25% (discharge per cast)
Inaros stands still to summon the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Armor, which permanently increases his base armor by up to 100%. While holding down the ability key (default 4 ), Inaros loses 29 health points for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left; health drain will cease once the bonus armor has reached 100%.
All Scarab Armor values are not affected by mods.
The armor bonus is additive to armor mods; with a fully charged Scarab Armor (100%) and a maxed rank Steel Fiber, Inaros will have a total armor value of: 240 × (1 + 100% + 100%) = 720
Charging Scarab Armor causes Inaros to lose all momentum, except when aim gliding.
Inaros is immune to stagger, knockback, and knockdown effects while charging Scarab Armor.
The current bonus armor value is displayed on the ability icon and beside Inaros' health indicator.
Scarab Armor lasts indefinitely until partially or entirely removed by casting a swarm projectile, entering a Nullifier bubble, moving too close to a Comba or Scrambus, by being dispelled, or falling into a pit. Scarab Armor bonus can not be removed by enemy weapons fire.
When Scarab Armor is dispelled, all health previously converted into armor is instantly refunded to Inaros, provided his health is not at maximum value.
While Scarab Armor is at or above 25% and an enemy target is near the aiming reticle, tapping the ability key (default 4 ) causes Inaros to consume 25 energy and 25% of his total armor bonus to launch a swarm of scarabs that travels up to 20 / 22 / 25 / 30 meters away.
Scarab Swarm can not be launched if Scarab Armor value is below 25%.
Scarab Swarm is launched near the end of the casting animation, giving the player time to adjust the trajectory before the animation ends.
Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
Once launched toward the targeted enemy, Scarab Swarm infests all enemies in its path on contact. Swarmed enemies will flail in panic and receive 100 / 150 / 175 / 200Corrosive damage per second for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. Each swarm host generates an aura with a 6 / 10 / 12 / 15 meter radius that converts the damage dealt by Scarab Swarm into health points for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration.
Spread radius and remaining duration percentage are not affected by mods.
Scarab Swarm cast animation of 1.25 seconds is affected by Natural Talent and Speed Drift. Charging scarab armor or launching scarab attack while stationary will prevent movement, however casting scarab attack while moving will not interrupt movement.
Charging speed for Scarab Armor is not affected by cast speed.
It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Players can get Scarab Swarm dispelled on purpose, such as by running into a Nullifier bubble, to instantly get up to 2,900 points of health back.
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.
Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
Number of energy beams and sweep area are not affected by mods.
Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
Damage resisted by Mesmer Skin is stored, despite not injuring Revenant.
Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, Volt's Speed, and Wisp's Reservoirs Haste Mote.
Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
Boosted damage per second is affected by Ability Strength.
Boosted beam radius is affected by Ability Range.
Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with Infested Flesh.
Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave has 50% reduced energy cost during Danse Macabre. Casting speed becomes instantaneous and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
Revenant is immune to knockdown while channeling this ability.
Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
Bugs
Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Inflict a target with a pox of Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.
Saryn infects an enemy target within 30 / 40 / 50 / 60 meters with 2 / 2 / 3 / 3 virulent spores for an unlimited duration. Each individual spore inflicts Corrosive damage per second with a 50%Corrosivestatus chance, lasting until the spores themselves or the infected enemy is destroyed.
Shooting or hitting a spore directly bursts its membrane to release infectious pus, which regrows the spore on its host and transmits 1 spore to all nearby enemies within 10 / 12 / 14 / 16 meters; infected enemies can carry up to 3 spores via transmission from another enemy.
Transmitted spore and max spores per enemy via spread are not affected by mods.
Spores can spread by directly bursting them with weapons, abilities, and Bullet Jump. Enemy attacks can also burst spores on contact.
Spread bypasses obstacles in the environment and damage does not diminish with distance.
All spores on an infected enemy will burst and spread if any of the following conditions are met:
Spores' initial target is killed by any source.
Players landing the killing blow on any infected enemies.
Infected enemies are killed by Molt's explosion damage.
Saryn's weapons hitting anywhere on the infected enemies' body while Toxic Lash is active.
Infected enemies are killed by any source while sickened by Miasma.
Spores do not spread if enemies infected via transmission are killed by Spores' damage over time.
When the outbreak first begins, damage per second starts at 6 / 8 / 8 / 10Corrosive damage; for every second Spores remain active, damage per second increases by 1 / 1.25 / 1.5 / 2Corrosive damage per infected enemy, up to a damage growth cap of 7 infected enemies. Current damage per second is uniform across all active spores and will apply to newly infected enemies.
Initial damage and damage growth per second are affected by Ability Strength.
Damage growth enemy cap is not affected by mods.
Amount of infected enemies is unlimited, only damage growth is capped.
Current damage per second is hard-capped at 100,000 damage.
While Spores is active, a stylized infection meter appears above Saryn's ability icons on the HUD, indicating the current damage per second and tracks the number of infected enemies in the mission affected by spores belonging to the player.
When zero infected enemies remain, Spores' current damage per second is instantly reduced by 20% then decays at 10% of the new total every 0.5 seconds until it reaches the initial damage amount. Damage decay stops when at least one enemy is infected by Spores.
Reset decay is inversely affected by Ability Strength (e.g., more strength reduces amount consumed.)
Damage decay rate is inversely affected by Ability Duration (e.g., more duration reduces amount of damage decay per half second.)
Nullifying effects (such as entering Sanctuary Onslaught Data-Conduits) increases the decay rate to 30% per half second.
Damage decay interval is not affected by mods.
Current damage per second is visibly subtracted from the meter whilst a red flashing "decaying" warning message replaces the counter for number of infected enemies.
The infection meter disappears when it reaches the initial damage amount.
If Spores is still active, recasting Spores on any enemy consumes 20% of current damage per second from the infection meter and casts Spores for 50% reduced energy cost. Recasting on an infected enemy grows a new set of spores on the target, which carries up to 12 spores via recasting Spores on it.
Reset decay is inversely affected by Ability Strength (e.g., more strength reduces amount consumed.)
Recast energy discount and max spores per enemy via recast are not affected by mods.
All spores destroyed via melee weapon contribute to the melee combo counter.
Each instance of Spores has its own Ability Strength value from when it was casted, and be independent from other instances.
For example, if an instance of Spores is casted when Energy Conversion is activated, that instance will retain Status chance and Damage Growth with Ability Strength bonus.
If another instance of Spores is casted, when there is no bonus, the second instance will have lower Status chance and Damage Growth, even while the first instance from above is still active.
All spores share the same accumulated damage per second, though each instance could contribute Damage Growth at different rate.
When Spores spread to other enemies, the subsequent instances will retain Status chance and Damage Growth from their original instance. Strong instance spreads strong instances, and vice versa.
Spores being carried by enemies will not be replaced by another spore via transmission.
If an enemy is carrying spores from multiple instances with different Strength values, damage per second will be contributed by the instance with the highest Damage Growth.
Ability Synergy:
Toxic Lash can make spores burst with every attack, even without direct hits.
Hitting a spore while Toxic Lash is active applies an additional Toxin proc.
Miasma deals 400% damage to enemies affected by Spores.
Spores is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
If the initial target dies before the spores appear, energy used for Spores will be refunded.
Venom Dose is a Warframe Augment Mod for Saryn that allows Spores to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Corrosive damage to all attacks.
Cast on an enemy in the middle of a crowd and promptly kill it or use one of the many methods to spread the spores.
Each spore inflicts damage per second and Corrosive status effect on proc, which is tripled on an enemy carrying three spores from a max rank Spores cast or accumulated from transmission from other infected enemies.
Infect at least 7 enemies to maximize damage growth, allowing Spores to reach higher damage per second counts over time.
Mod for Ability Strength to increase initial damage, damage growth per enemy, status chance, while reducing the reset decay on recast or on zero infected present.
Status chance can reach 100% with 200% Ability Strength.
Recast Spores several times to inflict an enemy with up to 12 spores to strip its Armor quickly, deal more damage per second instances, and provide more spores to spread.
However, note that each recast will consume a percentage of damage per second stored in your infection meter.
Using melee to hit enemies makes it easier to burst spores, compared to firearms, especially with Range mods, e.g. Reach (Primed).
Use Toxic Lash to spread spores on an infected enemy on every hit using your gun or melee.
Cast Miasma to inflict quadruple damage to all enemies infected by Spores within range.
Can be used to destroy Corpus cameras and (active) turrets. A spore will appear but a camera dies on the first tick.
When combined with AoE weapons (such as Ignis and Embolist, which both deal DoT, increased by Saryn's passive), the spores will pop very easily, quickly spreading Corrosive procs.
Thrown secondaries loaded with Concealed Explosives are also effective and economical at quickly popping Spores, especially when combined with Fulmination (Primed).
The ability synergizes well with Nova's Molecular Prime, both spreading and weakening enemies until one dies and causes a series of chain explosions and effectively quartering enemy survivability.
Spores is excellent for bosses with shields to prevent them from recovering.
This is quite effective against Ambulas since it targets the torso and, like all MOAs, he takes three times damage on that body part.
Equipping a sentinel with the Sweeper weapon increases this chance.
Spores that are popped on a target's weak point, like the head, will do extra damage based on the respective damage multiplier.
For example, if you pop a Spore on an enemy's head, it will deal 50 damage (25 x 2 damage multiplier).
Spores' DoT ticks are unaffected by weak spots.
AoE damage from popping spores is unaffected by weak spots. Nearby enemies will still only take 25 Corrosive damage from popped spores on weak spots.
A Range-based Spores build is good for earning Focus points in stage-less endless missions such as Survival, Disruption and Void Flood, as long as Saryn can keep it from decaying.
Active spores can help fill the self-revive gauge from the Unairu school's Last Gasp.
Additional Effects[]
Some mods add additional effects when a Corrosive occurs or dealing Corrosive damage.
Corrosive damage can be combined with Viral damage (when applicable) to create a deadly damage combo against enemies with armor, especially the Grineer. The reduction of armor will lessen the reduction of damage, while viral procs will increase damage dealt even further.
Corrosive pairs well with weapons that do primarily Impact damage. This results in an excellent faction-neutral build, as Corrosive is either buffed or normal against every damage type except for Corpus Proto Shields, which the Impact makes up for, especially on a high-crit weapon.
Media[]
An enemy affected by a corrosive proc, the green electric like visuals can be seen, although faint
The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.