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Deep TendrilEdit

Every Melee slam attack has a 50% chance to lure a Tentacle that will last 15 seconds.

AbilitiesEdit

TempestBarrageU15 PirateCannonBarage
ENERGY
25
KEY
1
Tempest Barrage
Calls down a barrage of liquid fury.
Strength:50 / 75 / 100 / 150
Duration:2 / 3 / 4 / 5 s
Range:∞ (cast range)
5 m (explosion radius)
3 / 5 / 8 / 10 m (barrage radius)

  • Hydroid marks a location for bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water blasts from above to strike enemies within a radius of 3 / 5 / 8 / 10 meters for 2 / 3 / 4 / 5 seconds. The water blasts launch from above in a salvo of 4 per second, with each water blast exploding on impact dealing 50 / 75 / 100 / 150 Impact b Impact damage and Knockdown to enemies within a ? / ? / ? / 5 meters radius.
    • Damage per water blast is affected by Power Strength.
    • Damage does not bypass obstacles in the environment and does not diminish with distance.
    • Duration is affected by Power Duration.
    • Explosion radius is affected by Power Range, while barrage radius is not.
  • The barrage distinctly resembles a salvo of cannon-fire from an old warship. Like said salvo, it is not terribly accurate, but can threaten a wide area for several seconds and an enemy can be struck multiple times.
  • Water blasts have a high chance to strike both grounded and airborne targets directly.
  • Tapping the button (default 1 ) initiates the ability cast immediately, while holding the button highlights the barrage radius around the aiming reticle in Hydroid's energy color, allowing free aim before releasing the hotkey to cast Tempest Barrage at the target location.
    • 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.
    • The barrage spot is decided immediately upon beginning the cast; you can move the reticle freely during the cast animation without changing the target location.
    • When cast on Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
  • Tempest Barrage is a One-Handed Action that allows casting during movement, while midair, and on ziplines.
  • Cast animation is affected by Natural Talent and Speed Drift.
  • Can be recast while active to create multiple instances.

CorrodingBarrageMod
Main article: Corroding Barrage

Corroding Barrage is a Warframe Augment Mod for Hydroid where each projectile of Tempest Barrage has a percent chance of inflicting a Corrosive b Corrosive status effect.

Rank Corrosive Status Chance Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

  • Using range mods increases the bolts' blast radius. In this way, you can use its utility to knock things down in a large radius.
  • Because it does primarily Impact damage, it is extremely useful against the Corpus.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.


TidalSurgeU15 PirateTidalWave
ENERGY
50
KEY
2
Tidal Surge
Crash through enemies in a ferocious wall of water.
Strength:100 / 200 / 250 / 300
Duration:1 s (duration)
20 / 25 / 27.5 / 30 ms-1 (speed)
Range:3 / 4 / 5 / 6 m (striking radius)

  • Hydroid transforms into liquid and surges forward, increasing his speed to 20 / 25 / 27.5 / 30 meters per second over a duration of 1 second. Enemies within 3 / 4 / 5 / 6 meters of the wave take 100 / 200 / 250 / 300 Impact b Impact damage as the wave travels and 100 / 200 / 250 / 300 Slash b Slash damage as the wave breaks at the end of the duration.
    • All damage is affected by Power Strength. The Slash b Slash damage component diminishes with distance and is affected by body-part multipliers.
    • Affected enemies are ragdolled and pushed forward or to the side.
    • Speed is affected by Power Duration, while duration is not.
    • Striking radius is affected by Power Range.
    • Hydroid is immune to damage while in liquid form.
  • Can be used to pass through Laser Barriers unharmed in most cases.

TidalImpunity2
Main article: Tidal Impunity

Tidal Impunity is a Hydroid Warframe 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.

Rank Duration Cost Conclave
0 3s 6 C5
1 4s 7 C5
2 5s 8 C8
3 6s 9 C10

  • Just like Zephyr`s Tail Wind, it can be used to pass Corpus laser doors unharmed.
  • It can be used to reach or pass certain areas of the map.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • 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.


  • UndertowU15 PirateLiquefy
    ENERGY
    15
    KEY
    3
    Undertow
    Become a water trap and drown unsuspecting enemies.
    Energy Drain: 6 / 4 / 3 / 2 s-1
    Strength:10 / 15 / 20 / 25
    Duration:N/A
    Range:7.5 / 11.25 / 15 / 18 m

    • Hydroid submerges into a pool of water with a diameter of 7.5 / 11.25 / 15 / 18 meters, becoming invulnerable to all forms of damage and untargetable by enemies. Enemies that wander onto the pool will sink and disappear from sight, taking 10 / 15 / 20 / 25 Finisher damage per second.
      • Damage is affected by Power Strength and bypasses armor and shields.
      • Diameter is affected by Power Range.
      • The relationship between diameter and Power Range is nonlinear.
      • Undertow uses the following expression when accounting for Power Range: Modified Range = Base Range × Power Range 0.5
    • Undertow drains 6 / 4 / 3 / 2 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, if a movement key is held, or if deactivated by pressing the ability key again (default 3 ).
    • Hydroid's Companion will also be submerged.
    • The player will be invincible to all damage during the effects of Undertow; however, the player's companion will still be susceptible to explosions.
      • Aura effects from enemy Eximus will not apply to Hydroid while he is submerged but nearby Tenno will suffer from the effects of the Eximus unit's aura if they are in range.
        • Energy Leech Eximus still will drain energy when in the pool, however.
    • Shields will recharge during Undertow.
    • Enemy bodies will remain hidden until Hydroid emerges from the pool.
    • Allies cannot damage enemies inside the pool.
    • Items will hover above the player when vacuumed by a Sentinel, and will only be picked up when Hydroid emerges from the pool.
    • Reloading before casting Undertow will not interrupt the action and you will be able to finish reloading while in this state.
    • When Hydroid is submerged, the game treats him as invisible to enemies. As such, any kills on unalerted enemies with undertow will count as a stealth kill.
      • Also causes the Zenistar to deal bonus stealth damage to enemies.
        • There is a bug related to this where a Zenistar built with blast will continue to deal bonus damage to some enemies even when hydroid re-emerges from the puddle.

    CurativeUndertow2
    Main article: Curative Undertow

    Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow to heal Hydroid and his allies within range by a percentage of their max health every 1.5 seconds. Each ally atop the pool increases Undertow's energy drain per second.

    Rank Effect Cost Conclave
    0 15% 6 C5
    1 20% 7 C5
    2 25% 8 C8
    3 30% 9 C10

    • Undertow will knockdown enemies within range when they sink into the puddle. Activating then deactivating Undertow allows you to set up Ground Finisher attacks with your melee weapon on nearby enemies.
    • If you see an enemy Eximus walk into the pool, deactivate Undertow and expose them to attacks, as their Auras will remain active while submerged.
    • When running an Infested Defense (such as an uncontested Dark Sector or Orokin Derelict), stand near the cryopod or a walkway to the cryopod and activate Undertow. Once you've collected several enemies, deactivate Undertow and chain together Area of Effect skills such as Tempest Barrage and Tentacle Swarm.
    • If you are under heavy fire, activate Undertow to regenerate your shields, as well as health depending on whether your squad has a member with the Rejuvenation aura equipped.
    • Undertow is useful for gathering large numbers of enemies in one spot for another player to kill them once the ability has ended.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration reduces channeling cost to 0.71 energy per second.
      • Reduces diameter to 10.5 meters.
    • Maximized Power Efficiency reduces activation cost to 3.75 energy and channeling cost to 0.5 energy per second.
      • Has no negative effects on this ability.
    • Maximized Power Range increases diameter to 28.46 meters.
      • Reduces damage to 10 per second.
    • Maximized Power Strength increases damage to 87.25 per second.
      • Without Energy Conversion, increases damage to 74.75 per second.
      • Increases activation cost to 23.25 energy and channeling cost to 3.5 energy per second.

  • At times a miniature Hydroid and his sentinel can be seen on the pool.
    • When this bug occurs enemies will begin throwing grenades at the player and will be able to injure the player.
    • This bug can also rarely occur on PS4, however instead of appearing tiny you will see Hydroid's head and shoulders clip through the floor at their normal size (only when moving).
    • If Battalyst and Manic Bombard do not die after 1 minute, they are freed from Undertow.
  • Some bosses, such as General Sargas Ruk can be submerged by Undertow, making them invulnerable to outside damage by other players.


  • TentacleSwarmU15 PirateKraken
    ENERGY
    100
    KEY
    4
    Tentacle Swarm
    Summons a creature from the deep to wreak havoc.
    Strength:75 / 150 / 225 / 300 (maximum tentacle damage)
    50 / 100 / 150 / 200 (capture damage)
    7 / 8 / 9 / 12 (tentacles)
    Duration:10 / 13 / 18 / 20 s
    Range:∞ (cast range)
    10 / 12 / 15 / 20 m (spawn radius)

    • Hydroid summons a creature from the deep, causing 7 / 8 / 9 / 12 tentacles to emerge from all surfaces within 10 / 12 / 15 / 20 meters of a marked location. Each tentacle deals a maximum of 75 / 150 / 225 / 300 Magnetic b Magnetic damage upon emerging, on first contact with enemies, and when submerging when Tentacle Swarm expires.
      • Tentacle damage is affected by Power Strength.
      • The damage bonus from Power Strength is squared (e.g., with a maxed Intensify, the tentacles will deal a maximum of 300 × 1.32 = 507 damage at rank 3).
      • Spawn radius is affected by Power Range.
      • Similar to Tempest Barrage, Tentacle Swarm is targetable.
    • Each tentacle will thrash about for 10 / 13 / 18 / 20 seconds. Captured enemies will take 50 / 100 / 150 / 200 Finisher damage per second.
      • Capture damage is affected by Power Strength and bypasses armor and shields.
      • Duration is affected by Power Duration.
      • Enemies captured by the tentacles are ragdolled as they're slammed against the ground repeatedly. When killed, the bodies will cling to the tentacles.
    • Tentacle Swarm's spawn area will be highlighted by Hydroid's energy color during the casting animation.
      • The tentacles have a good chance of spawning directly underneath enemies within the highlighted area.
    • Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.

    PilferingSwarm
    Main article: Pilfering Swarm

    Pilfering Swarm is a Hydroid Warframe Augment Mod that grants Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.

    Rank Effect Cost Conclave
    0 25% 6 C5
    1 50% 7 C5
    2 75% 8 C8
    3 100% 9 C10

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases duration to 56.4 seconds.
      • Reduces range to 6.8 meters.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces duration to 8 seconds.
    • Maximized Power Range increases range to 50 meters.
      • Reduces maximum tentacle damage to 48 and capture damage to 80 per second.
    • Maximized Power Strength increases maximum tentacle damage to 3654.03 and capture damage to 698 per second.
      • Without Energy Conversion, increases maximum tentacle damage to 2682.03 and capture damage to 598 per second.
      • Increases cost to 155 energy.
      • Reduces duration to 14.5 seconds.

  • Animation is made and energy is wasted but no tentacles spawn


  • Strength Mods

    IntensifyModU145

    Duration Mods

    ContinuityModU145

    Range Mods

    StretchModU145

    PirateCannonBarage PirateCannonBarage PirateCannonBarage
    PirateTidalWave PirateTidalWave PirateTidalWave
    PirateLiquefy PirateLiquefy PirateLiquefy
    PirateKraken PirateKraken PirateKraken

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