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Acrid fires an acidic-infused needle.

The Acrid is a Grineer weapon unlockable through Bio Lab Research in the dojo, firing Toxin b Toxin-filled flechettes.

This weapon can be sold for Credits642,500.


Manufacturing Requirements
Credits64
30,000
MutagenMass64
5
Salvage64
6,000
NanoSpores64
5,000
Forma2
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:Credits6415,000
Bio Lab Research ClanAffinity64 3,000
Credits64
7,500
MutagenSample64
10
Ferrite64
150
NanoSpores64
1,000
PolymerBundle64
500
Time: 72 hrs
Prereq: Torid
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Toxin b Toxin damage.

Advantages:

Disadvantages:

Weapon LoadoutsEdit

NotesEdit

  • The Acrid leaves a stackable damage over time effect due to its Toxin b Toxin proc, which ticks 9 times over 9 seconds.
  • Enemies disintegrate when killed, similar to SarynIcon272 Saryn's Miasma130xDark Miasma. This effect is unique to the Acrid and is not shared with other Toxin b Toxin weapons like the GrineerGrenadeLauncher Torid or the InfestedPistol Embolist.
  • 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. 
  • The Toxin b Toxin effect's damage over time scales with the Acrid's base damage, including Toxin b Toxin damage mods. For example, Mod TT 20pxPathogen Rounds, Mod TT 20pxHornet Strike, Mod TT 20pxMagnum Force, and Faction Damage Mods directly affect the damage over time. 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 b Toxin mods like Mod TT 20pxPathogen Rounds still increase the Toxin b Toxin damage.
  • Despite its incredibly high base accuracy, the Acrid's accuracy value is heavily degraded by Mod TT 20pxMagnum Force well beyond what the mod's penalty would suggest, making the weapon highly inaccurate as a result.

TipsEdit

  • Because no bullet can proc the same status twice, status chance only comes into play when additional elements are added. To take advantage of this status chance, add other elemental mods such asHeat b Heat to create a chance for Gas b Gas procs on top of Toxin b Toxin procs.
  • Semi-automatic firing can be countered by simply adding an alternative way of firing on 'scroll up' or 'scroll down' through the keybinding customization.
  • Getting headshots will not only double the damage of the weapon but double the resulting damage ticks as well.
  • Mod TT 20pxToxic 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.
  • Mod TT 20pxLethal Momentum can help mitigate the travel time for projectiles to reach their targets.

TriviaEdit

  • Before Update 10.0, equipping SarynIcon272 Saryn, MireInfestedSword Mire, GrineerGrenadeLauncher 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".
  • The Acrid also has Grineer RGrineer OGrineer T written in Grineer near the bottom of the weapon, this translates to "Rot".
  • 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. 
  • A tiny Grineer emblem is visible on both sides of the weapon's receiver.

MediaEdit

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

Patch HistoryEdit

Update 25.1
  • Fixed the Acrid Energy color persisting as default.

Update 22.17

  • Fixed cases of the Teralyst literally dissolving when killed with the Acrid.

Update 21.0

  • Acrid is now available for use in Conclave.

Update 19.4.2

  • Fixed Acrid’s dissolve ending too early, preventing corpses from being destroyed.

Update 19.2

  • Fix an issue where the Acrid's dissolve would stop prematurely, preventing the corpses from being destroyed.

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.

Hotfix 14.0.11

  • Reduced Acrid damage multiplier from 1 to 0.25

Hotfix 11.0.1

  • Increased damage to compensate for Damage 2.0.

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

  • Introduced.

Last updated: Hotfix 24.1.3

See alsoEdit

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