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Rising from the ocean depths, Hydroid harnesses the power of water to a devastating effect.

This is Hydroid, a deadly marauder from the deep.

Whether the seas or the stars, Tenno, Hydroid takes a foreboding command of the battlefield.

Release Date: April 10th, 2014

Wrathful and wayward as the seas he commands, the tidal plunderer Hydroid lurks beneath raging waves to plunge his foes into the abyssal depths. Unleashing salvos of cannon barrage and tentacled ocean horrors to rend foes asunder, Hydroid is reminiscent of the age of corsairs. Hydroid surfaced in Update 13.0 (2014-04-09).


Hydroid's main blueprint can be purchased from the Market. Hydroid's component blueprints can be obtained from defeating from Councilor Vay Hek on Oro, Earth. The mission requires Mastery Rank 5 to enter.
Item Source Chance Expected Nearly Guaranteed
Chassis.png Chassis Blueprint Councilor Vay Hek Assassination 38.72% ~ 2 Kills 14 ± 4 Kills
Systems.png Systems Blueprint Councilor Vay Hek Assassination 22.56% ~ 4 Kills 27 ± 9 Kills
Helmet.png Neuroptics Blueprint Councilor Vay Hek Assassination 38.72% ~ 2 Kills 14 ± 4 Kills

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected means a player can expect to obtain at least one of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^2,3, and 4 probability not to have recieved a single drop (99%, 99.9%, and 99.99% probability to have received at least one drop).
The combined probability of multiple drops is 1 - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more detailed definitions and information, visit here.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 300 Blueprint Price: Credits64.png 50,000
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25

Warframe Guides

“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.

See Category:Hydroid Guides to read user-made guides on how to play this Warframe.


  • Hydroid is derived from the Greek "Hydro"  meaning Water and the suffix "-oid"  meaning 'Of similar form to', likely alluding to his ability to transform into water. It is also a life stage for species of the Hydrozoa class of jellyfish.
  • Hydroid was claimed by the Development Team to have been inspired from the theme of pirates and seems to resemble Davy Jones from The Pirates of the Caribbean movie franchise.
  • Hydroid is the first Warframe to use self-degrading Argon Crystal for construction in the Foundry.
  • Hydroid is one of the few Warframes that has visible "eye-spots" on his helmet.
  • Hydroid is one of two Warframes with powers capable of ignoring enemy armor, the other being AshIcon272.png Ash's BladeStorm130xDark.png Blade Storm.
    • Hydroid was the first Warframe to have DmgTrueSmall64.png True Damage, followed by Ash's revamped Blade Storm. Hydroid's True Damage also ignores shields.

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AladVPortrait d.png
“Market forces dictate that you need to evolve or die.”
Hydroid Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during gameplay at this time. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Command the ocean's fury with this king of gold and silver. Featuring altered mod polarities for greater customization.

Fear... is the greatest of faith. While our immortal vines have left us distant from our baser selves, consider our subjects:

Those who gaze upon our cloud-swept towers, with simmering, violent envy, they hold still the old fears.

Depth and darkness... The windless embrace...

We will give to fear a form and yet none a vague hydra, a load monstrosity, surging from the unfathomable... reminding them who their gods are. Hydroid.

Release Date: August 29th, 2017

Hydroid Prime is the Primed variant of HydroidIcon272.png Hydroid, possessing increased shields, armor, and energy capacity, as well as an additional Vazarin Pol.svg and Naramon Pol.svg polarities. Hydroid Prime was released alongside BallisticaPrime.png Ballistica Prime and NamiSkylaPrime.png Nami Skyla Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Hydroid Prime's Relic Drops
Chassis Blueprint Hydroid PrimeIcon272.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicGoldIcon64.png Axi C3 Common (V)
VoidRelicGoldIcon64.png Axi C4 Common (V)
VoidRelicIronIcon64.png Lith R1 Common (V)
VoidRelicBronzeIcon64.png Meso H1 Common (V)
VoidRelicSilverIcon64.png Neo B4 Common (V)
VoidRelicSilverIcon64.png Neo N8 Common (V)
VoidRelicSilverIcon64.png Neo S11 Common (V)
VoidRelicSilverIcon64.png Neo S8 Common (V)
VoidRelicGoldIcon64.png Axi K5 Uncommon (V)
VoidRelicBronzeIcon64.png Meso B2 Uncommon (V)
VoidRelicBronzeIcon64.png Meso N5 Uncommon (V)
VoidRelicBronzeIcon64.png Meso Z2 Uncommon (V)
VoidRelicSilverIcon64.png Neo A6 Uncommon (V)
VoidRelicGoldIcon64.png Axi H3 Rare (V)
VoidRelicGoldIcon64.png Axi H4 Rare (V)
VoidRelicSilverIcon64.png Neo H1 Rare (V)
VoidRelicSilverIcon64.png Neo H2 Rare (V)
VoidRelicSilverIcon64.png Neo H3 Rare (V)
VoidRelicGoldIcon64.png Axi A3 Uncommon (V)
VoidRelicGoldIcon64.png Axi M3 Uncommon (V)
VoidRelicGoldIcon64.png Axi N4 Uncommon (V)
VoidRelicSilverIcon64.png Neo G1 Uncommon (V)
Manufacturing Requirements
Chassis Neuroptics Systems OrokinCell.png
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: N/A Blueprint Price: N/A
Chassis Chassis
Time: 12 hrs
Rush: Platinum64.png 25
Neuroptics Neuroptics
Time: 12 hrs
Rush: Platinum64.png 25
Systems Systems
Time: 12 hrs
Rush: Platinum64.png 25



  • Hydroid Prime, compared to HydroidIcon272.png Hydroid:
    • Higher Shields (175/525 vs. 125/375)
    • Higher Armor (275 vs. 225)
    • Higher Energy (150/225 vs. 125/188)
    • Different Polarities (Madurai Pol.svgVazarin Pol.svgNaramon Pol.svgNaramon Pol.svg vs. Madurai Pol.svgNaramon Pol.svg)
    • Higher Mastery Rank required (5 vs. 0)
  • As a Prime Warframe, Hydroid Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
  • Hydroid Prime's TentacleSwarm130xDark.png Tentacle Swarm, Undertow130xDark.png Undertow and passive ability-spawned tentacles are no longer translucent. Instead, tentacles are opaque and and have a new organic texture that is affected by Hydroid Prime's Warframe Appearance colors.
    • Energy color applies a coat of energy on the tentacle's model and alters the color of the numerous glow spots on the texture. This allows players to customize their tentacles to look similar to the older tentacle model prior to Update 21.4 (2017-08-10).
    • Tentacle texture can return to default non-Prime translucency by equipping different skins (e.g. Hydroid Immortal Skin on Hydroid Prime)


  • Hydroid Prime, along with Frost PrimeIcon272.png Frost Prime, can achieve the third highest total shield value out of all Warframes at 3,195 by combining Mod TT 20px.png RedirectionMod TT 20px.png Primed VigorMod TT 20px.png Augur Accord, and their maximum Overshields (+1200). HarrowIcon272.png Harrow currently holds the second highest possible shield value of 4,110, beaten only by Hildryn's 6555. These numbers can potentially be higher with other buffs that increase shield capacity (such as Mod TT 20px.png Shield Charger and Sequence).
  • Hydroid Prime was revealed at TennoCon 2017 alongside Excalibur UmbraIcon272.png Excalibur Umbra and Plains of Eidolon.
  • His Prime trailer was revealed at TennoCon 2020.
  • A fully built Hydroid Prime was given for watching TennoCon 2020 on WARFRAME's Twitch with a Twitch-linked account for 30 consecutive minutes, after 5:00 p.m. ET, on August 1st, 2020. It comes with a free Warframe slot and pre-installed Orokin Reactor.
    • Due to thousands of players reporting missing Twitch drops, on August 6th, 2020 Hydroid Prime was distributed to all players if they were logged in to WARFRAME during TennoCon 2020, regardless if they watched the streams or not.[1]



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HydroidIcon272.png Hydroid's melee slam attacks have a 50% chance to spawn a tentacle that lasts for 15 seconds. The tentacle senses nearby enemies within 5 meters to grab and thrash them, dealing 200 DmgTrueSmall64.png True damage per second bypassing shields and armor; captured enemies are released upon death or tentacle expiring. Up to 3 tentacles spawned by this passive may exist at once.

  • Passive values are not affected by mods.
  • Tentacle can capture multiple enemies at once, thrashing them at a slower animation speed to aid player aim.
  • Melee combos with slam hits have a chance to summon a tentacle.
  • Mod TT 20px.png Pilfering Swarm applies to tentacles formed by this passive.


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Main article: Tempest Barrage (edit)
TempestBarrageU15.png PirateCannonBarage.png
Tempest Barrage
Target an area and call down a barrage of liquid fury. Charge this attack to increase the lethality of the onslaught.
Strength:50 / 75 / 100 / 150 (DmgImpactSmall64.png Impact base damage)
100 / 150 / 200 / 300 (DmgImpactSmall64.png Impact charged damage)
Duration:2 / 3 / 4 / 5 s (base)
4 / 6 / 8 / 10 s (charged)
Range:5 m (explosion radius)
Misc:∞ (cast range)
4/s (salvos per sec)
3 / 5 / 8 / 10 m (barrage radius)
Subsumable to Helminth

  • Hydroid marks 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 2 / 3 / 4 / 5 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing 50 / 75 / 100 / 150 DmgImpactSmall64.png Impact damage and Knockdown enemies within a 5 meters explosion radius.
    • Damage per missile is affected by Ability Strength.
    • Damage does not bypass obstacles in the environment and does not diminish with distance.
    • Duration is affected by Ability Duration.
    • Explosion radius is affected by Ability Range.
    • Casting speed and charging speed are affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
    • Cast range, salvos per second and barrage radius are not affected by mods.
    • 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 missiles have a high chance to strike both grounded and airborne targets directly.
  • Tapping the button (default 1 ) initiates the ability cast immediately. Holding the button for up to 2.5 seconds allows Hydroid to charge Tempest Barrage for up to 200% damage per explosion and increased barrage duration, in exchange for double energy cost.
    • Holding highlights the area around the aiming reticle in Hydroid's energy color, allowing free aim before releasing the hotkey to cast Tempest Barrage at the target location.
      • While charging, an audible flowing liquid sound plays.
    • 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 upon releasing the cast; you can move the reticle freely before releasing the ability button.
    • When cast on SnowGlobe130xDark.png Snow Globe it will not be able to strike through it, but when cast within it will fall through it normally.
  • Ability Synergy: Can be cast during Undertow130xDark.png Undertow over unrestricted range. Submerged enemies receive damage and status effects from Tempest Barrage.
  • 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.

Main article: Corroding Barrage

Corroding Barrage is a Warframe Augment Mod for HydroidIcon272.png Hydroid where each projectile of TempestBarrage130xDark.png Tempest Barrage has a percent chance of inflicting a DmgCorrosiveSmall64.png Corrosive status effect. Also passively increases Tempest Barrage's Ability Strength by 100%.

Rank DmgCorrosiveSmall64.png Corrosive Status Chance Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

Tips & Tricks
  • Tap 1  to quickly cast a short-lived barrage at the location you aim. Holding the hotkey will increase damage, duration and cost by up to 100%.
  • 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 Undertow130xDark.png Undertow and TentacleSwarm130xDark.png Tentacle Swarm to inflict continuous damage and keep enemies from escaping.

Main article: Tidal Surge (edit)
TidalSurgeU15.png PirateTidalWave.png
Tidal Surge
Crash through enemies in a ferocious wall of water.
Strength:100 / 200 / 250 / 300 (DmgImpactSmall64.png Impact and DmgSlashSmall64.png Slash damage)
Duration:20 / 25 / 27.5 / 30 m/s (speed)
Range:3 / 4 / 5 / 6 m (striking radius)
Misc:1 s (wave duration)
50% (Undertow travel distance)
50% (recast energy discount)

  • Hydroid transforms into liquid and surges forward as a wave of water. While traveling in waveform, Hydroid becomes completely Invulnerable to damage, as his speed increases to 20 / 25 / 27.5 / 30 meters per second over a duration of 1 second; 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 / 300 DmgImpactSmall64.png Impact damage as the wave travels and 100 / 200 / 250 / 300 DmgSlashSmall64.png Slash damage as the wave breaks at the end of the duration.
    • Energy cost is affected by Ability Efficiency.
    • All damage is affected by Ability Strength. The DmgSlashSmall64.png Slash damage component diminishes with distance and is affected by body-part multipliers.
    • Wave speed is affected by Ability Duration.
    • Striking radius is affected by Ability Range.
    • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
    • Wave duration is not affected by mods.
    • 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 flung violently forward, allowing them to be deposited together if striking an obstacle.
  • Ability Synergy: While traveling in waveform, activating Undertow130xDark.png Undertow halts Hydroid at his current position and transitions directly into liquid form on impact with the ground.
    • Enemies pulled by Tidal Surge will sink into Undertow as it forms.
    • Likewise, deactivating Undertow while traveling in waveform halts Hydroid at his current position, causing him to emerge from the pool.
    • Can be cast while in Undertow liquid form to travel half the normal distance.
      • Enemies previously drowning within Undertow will be pulled along by Tidal Surge.
      • Hydroid remains in liquid form during and after Tidal Surge as long as Undertow remains active.
  • 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.

Main article: Tidal Impunity

Tidal Impunity is a HydroidIcon272.png Hydroid Warframe Augment Mod for TidalSurge130xDark.png 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.

Rank Duration Energy Cost Cost
0 8s 15 6
1 9s 15 7
2 10s 15 8
3 12s 15 9

Tips & Tricks
  • It can be used to reach or pass certain areas of the map.

  • 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.

  • Expand/Collapse
    Main article: Undertow (edit)
    UndertowU15.png PirateLiquefy.png
    Become a water trap and drown unsuspecting enemies.

    Energy Drain: 6 s-1
    Grab Cost: 5
    Meters per Energy: 0.2 m

    Strength:10 / 15 / 20 / 25 (DmgImpactSmall64.png Impact dmg/sec)
    1 / 1.5 / 1.7 / 2 % (dmg increase/sec)
    Range:1.5 / 2.5 / 3 / 4 m (puddle size)
    10 / 12 / 13 / 15 m (grab range)
    Misc:50% (Tidal Surge travel distance)
    200% (Tentacle Swarm damage bonus)

    • Hydroid submerges into a pool of water with a 1.5 / 2.5 / 3 / 4 meters radius, becoming invulnerable to damage and untargetable by enemies. Enemies that wander onto the pool sink and disappear from sight, become suspended in a Knockdown state, and drown taking 10 / 15 / 20 / 25 base DmgImpactSmall64.png Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as DmgImpactSmall64.png Impact damage, which continuously stack every second while enemies remain submerged.
      • Base damage and damage increase per second are affected by Ability Strength.
      • Radius is affected by Ability Range.
        • Undertow uses the following expression when accounting for Ability Range: Modified Range = Base Range × Ability Range 0.5
      • Casting speed is affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
      • Damage increase per second applies to each individual enemy. The stacked damage for a single enemy resets to base damage when the submerged enemy exits the pool.
      • Submerged enemies receive an additional +0.1% damage growth per second for each enemy in the pool, not affected by mods.
      • The current number of submerged enemies trapped within Undertow is displayed on the ability icon.
      • Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.
      • Status Effects apply to all submerged enemies, with their effects and debuff timers paused until enemies exit Undertow.
      • Hydroid can slowly move and sprint while in Undertow.
    • While active, Hydroid can aim at an enemy target within 10 / 12 / 13 / 15 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
      • Grab range is affected by Ability Range.
      • Energy cost per grab is affected by Ability Efficiency.
      • If the targeted enemy is unable to be pulled, the tendril will release it after a few seconds.
      • Released bodies may make enemies suspicious and stop short of the pool. This will often result in them walking away from the puddle, requiring Hydroid to pull them in manually.
    • Ability Synergy:
      • TempestBarrage130xDark.png Tempest Barrage can damage submerged enemies within Undertow. Mod TT 20px.png Corroding Barrage can also proc DmgCorrosiveSmall64.png Corrosive on submerged enemies.
      • TidalSurge130xDark.png Tidal Surge allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
        • Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
        • Enemies previously submerged in Undertow will be pulled along by Tidal Surge.
      • TentacleSwarm130xDark.png Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow.
        • Tentacles will capture enemies when they emerge from Undertow.
        • Tentacle Swarm deals 200% damage when cast from Undertow.
    • Hydroid's Companion will also be submerged, regardless of distance from him. His companion will not become invulnerable and is susceptible to damage from explosions.
    • Enemy corpses will be released from Undertow when killed.
    • Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
    • Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
    • 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.
    • 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.png 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.
    • Submerged enemies cannot prevent Tenno from capturing an Interception point. This makes it incredibly efficient at completely locking down towers on Interception missions.

    Main article: Curative Undertow

    Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow130xDark.png Undertow to heal HydroidIcon272.png Hydroid and his allies within range by a percentage of their max health every 1.5 seconds.

    Rank Hydroid Health Restore Ally Health Restore Cost
    0 5% 15% 6
    1 6% 20% 7
    2 8% 25% 8
    3 10% 30% 9

    Tips & Tricks
    • 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.
      • As Energy Leech Eximus are still able to steal energy from Hydroid while in the pool, it's ill advised to drag them in. It's safer to cast Tempest Barrage or Tentacle Swarm on their location when they are far away to avoid losing massive amounts of energy per second.
    • 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 TempestBarrage130xDark.png Tempest Barrage and TentacleSwarm130xDark.png 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 Mod TT 20px.png 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.
    • Undertow cannot be used to bypass corpus laser doors by itself.

  • 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.
    • Enemies see dead bodies that are killed and will often refuse to enter the pool. This requires the use of hydroid to manually pull them in.
    • A sentinel equipped with Mod TT 20px.png Vacuum will still attempt to suck up loot while in the pool, which blocks the player's reticle and prevents them from targeting enemies to drag into the pool.
      • This will slightly alleviate itself after staying in the pool for an extended period, as sentinels will "freeze up" and stop moving if the player idles for too long.
    • Cameras can be targeted, but cannot be tentacled in.
    • Downed Bursa will stay in undertow and count as alive there.

    Main article: Tentacle Swarm (edit)
    TentacleSwarmU15.png PirateKraken.png
    Tentacle Swarm
    Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool.
    Strength:75 / 150 / 225 / 300 (DmgMagneticSmall64.png Magnetic contact damage)
    50 / 100 / 150 / 200 (DmgTrueSmall64.png True capture damage per second)
    Duration:10 / 13 / 18 / 20 s
    Range:3 / 3 / 5 / 5 m (base radius)
    9 / 9 / 15 / 15 m (charged radius)
    Misc:∞ (cast range)
    4 / 6 / 8 / 10 (tentacles)
    8 / 12 / 16 / 20 (charged tentacles)
    200% (damage bonus from Undertow)

    • Hydroid summons a creature from the deep, causing 4 / 6 / 8 / 10 tentacles to emerge from all surfaces within a marked location 3 / 3 / 5 / 5 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle capturing their initial targets or throwing them upward, dealing a maximum of 75 / 150 / 225 / 300 DmgMagneticSmall64.png Magnetic damage upon emerging, on first contact with enemies, and when submerging as the ability expires after 10 / 13 / 18 / 20 seconds. Captured enemies are incapacitated in a ragdoll state and stay attached to the flailing tentacles; bypassing Shields 50 / 100 / 150 / 200 DmgTrueSmall64.png True Damage will be dealt per second.
      • Tentacle Magnetic damage and True damage per second are affected by Ability Strength, while number of active tentacles is not.
        • Magnetic damage calculation when accounting for Ability Strength is squared (e.g., with a maxed Mod TT 20px.png Intensify, the tentacles will deal a maximum of 300 × 1.3^2 = 507 DmgMagneticSmall64.png Magnetic damage at rank 3).
      • DmgMagneticSmall64.png Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
      • DmgMagneticSmall64.png Magnetic status effect amplifies damage to the shields of the afflicted target by 100% and nullifies natural shield regeneration for 6 seconds.
      • Spawn radius is affected by Ability Range.
      • Duration is affected by Ability Duration.
      • Casting speed and charging speed are affected by Mod TT 20px.png Natural Talent and Mod TT 20px.png Speed Drift.
      • Tentacles detect and capture new enemy targets when they come into range.
      • Tentacles can capture multiple enemies at once.
      • Tentacles with captured enemies will flail their victims around slowly, allowing players to take aim and kill their targets.
    • Tapping the button (default 4 ) casts the ability immediately. Holding the button for up to 2.5 seconds charges Tentacle Swarm, increasing the number of tentacles spawned up to 8 / 12 / 16 / 20 and spawn radius up to 300%, in exchange for up to double energy cost.
      • Tentacle Swarm's spawn area will be highlighted by Hydroid's energy color during the casting and charging animations.
      • Spawn area indicator visibly grows in size as Tentacle Swarm is charged.
      • While charging, an audible whale-like call from the Kraken plays.
    • Ability Synergy: Can be cast while in Undertow130xDark.png Undertow liquid form to center Tentacle Swarm on the pool.
      • Quick cast causes all tentacles to spawn inside Undertow's radius, while charged cast extends the spawn radius outside of Undertow.
      • Tentacle DmgMagneticSmall64.png Magnetic damage and True damage per second deal 200% damage when cast from Undertow, including tentacles that spawn outside Undertow.
    • Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions. Charging Tentacle Swarm is a two-handed upper body animation that allows player movement.
    • 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.

    Main article: Pilfering Swarm

    Pilfering Swarm is a HydroidIcon272.png Hydroid Warframe Augment Mod that grants TentacleSwarm130xDark.png Tentacle Swarm a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.

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

    Tips & Tricks

  • Sometimes the animation is played and energy is used but no tentacles spawn

  • Expand/Collapse

    Strength Mods


    Duration Mods


    Range Mods


    PirateCannonBarage.png PirateCannonBarage.png PirateCannonBarage.png
    PirateTidalWave.png PirateTidalWave.png PirateTidalWave.png
    PirateLiquefy.png PirateLiquefy.png PirateLiquefy.png
    PirateKraken.png PirateKraken.png PirateKraken.png

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    Hotfix 31.5.6 (2022-05-04)

    • Fixed Hydroid's Pilfering Swarm affecting Vitoplast drop amounts from enemies in Void Flood missions.
      • This was the original design intention, as was mentioned in the pre-launch sponsored videos on Void Flood missions. Its core design encourages the use of your parkour skills as the primary way to collect scattered Vitoplast around the tileset, with enemy drops being secondary.

    Hotfix 31.5.4 (2022-05-02)

    • Fixed Hydroid’s Pilfering Swarm being able to duplicate Voidplume Pinion and Arcane drops from Void Manifestation fights.
      • Restored these to match Khora’s Pilfering Strangledome and Atlas’ Ore Gaze Augment mods intentionally not applying their loot bonuses on Void Manifestations.

    Update 31.5 (2022-04-27)

    • Fixed Hydroid’s Tidal Impunity Augment Energy cost reduction not applying on the second and following casts.
    • Fixed sprint (when toggle sprint is enabled) getting canceled after using the following Warframe abilities:
      • Hydroid’s Undertow

    Update 31.2 (2022-03-16)

    Hydroid Tidal Surge Changes:
    • Hydroid’s Tidal surge can now be canceled early by jumping (similar to Lavos’ Vial Rush).
    • Reduced the cost of a second Tidal Surge cast by 50% while in Tidal Surge.
    • Recasting the ability to change directions will now do so seamlessly while in Tidal Surge form (Hydroid will no longer pop his head out in between casts).
    • Fixed spamming Hydroid's Tidal Surge causing the wave FX to stick to Hydroid permanently.

    Update 30.6 (2021-08-04)

    • Fixed the ability to reach locations where enemies cannot not damage you by using Hydroid’s Undertow.

    Hotfix 30.1.1 (2021-05-05)

    • Fixed refreshing Hydroid’s Tidal Impunity removing knock down prevention.

    Hotfix 30.0.7 (2021-04-22)

    • Fixed only traveling 50% of the intended distance when casting Hydroids Tidal Surge with Fire Walker active (via Helminth Subsume and in place of Undertow).
    • Fixed Hydroid’s Tentacle Swarm timer disappearing when casting Tentacle Swarm then Transferring to the Operator.

    Hotfix 29.6.5 (2021-01-09)

    • Fixed enemies becoming permanently crowd controlled when under the combined effect of Hydroids Tentacle Swarm and Larva (Helminth Infused).

    Hotfix 27.4.4 (2020-05-07)

    • Fixed Hydroid’s Immortal Skin not applying correctly to his body.

    Update 27.3 (2020-03-24)

    • Fixed Heavy Melee Slam Attacks not triggering Hydroid’s Passive to spawn a Tentacle.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Hydroid: 200 to 225
      • Hydroid Prime: 250 to 275
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
    • Fixed a map hole that was only accessible if you were in Hydroid’s Undertow. Like that one scene in X-Men when that one dude is disintegrated into water and slips off the table in a watery terrifying massacre...

    Hotfix 27.1.1 (2020-02-11)

    Hotfix 27.0.12 (2020-01-23)

    • Hydroid ability videos have been added to his Arsenal!

    Update 25.8 (2019-10-01)

    Warframe Looting Ability Changes

    Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

    1. Loot while alive: Ivara
    2. Loot petrified: Atlas
    3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
    4. Loot corpse: Nekros, Chesa

    These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/

    Update 25.6 (2019-08-08)

    Tidal Impunity - Tidal Surge - Hydroid
    • Increase the duration of the immunity buff

    Hotfix 25.1.3 (2019-06-14)

    • Fixed Hydroid becoming stuck in his Tentacle Swarm cast animation after respawning from a teleport volume.

    Update 25.1 (2019-06-05)

    • Fixed Zanuka being unable to capture Hydroid.

    Update 24.6 (2019-04-04)

    • Hydroid’s water textures have been updated to reflect fancy new tech introduced with the Plains of Eidolon Remaster!

    Update 23.0 (2018-06-15)

    • Fixed Hydroid’s Tentacle Swarm’s tentacles sometimes appearing underneath the tile.

    Hotfix 22.17.2 (2018-04-10)

    • Fixed Hydroid's Tentacle Swarm puddles around the Kraken head sometimes appearing as a square.

    Update 22.14 (2018-03-01)

    • Updated descriptions for Hydroid’s Tempest Barrage and Tentacle Swarm abilities.

    Update 22.12 (2018-02-09)

    • Undertow/Tidal Surge
      • Enemies are now properly kept within Hydroid's watery clutches when moving with Undertow.

    Update 21.6 (2017-08-29)

    • Introduced Hydroid Prime.

    Update 21.4 (2017-08-10)

    • Hydroid’s base Shield and Armor has received a buff!
      • Shield is now 375 from 345.
      • Armor is now 200 from 65.
    • Tempest Barrage:
      • Tempest Barrage can be cast while in Undertow and will now hit enemies submerged in Undertow.
      • Tempest Barrage can now be charged for longer Duration (more explosions) and more Damage for more Energy.
    • Tidal Surge:
      • Tidal Surge can be used to move around without cancelling Undertow (note that Tidal Surge speed - and hence distance - is halved when used in Undertow).
      • Tidal Surge will now pull enemies along for the ride.
      • Tidal Surge can be interrupted at any point by casting Undertow to go into your puddle, sinking enemies being pulled along.
    • Undertow:
      • Hydroid can pull enemies into Undertow by aiming and clicking on them.
      • Undertow can be cast while in air.
      • Jump and roll will break Hydroid out of Undertow.
      • Hydroid can now move while in Undertow at the expense of Energy.
      • Submerged enemies in Undertow receive Damage Per Second, increasing every second they are submerged.
      • Enemies that die will be released from Undertow instead of dragging their dead bodies along for the ride.
      • (Undocumented) puddle size decreased from 18m to 4m.
    • Tentacle Swarm:
      • Hold onto your ships, Tentacle Swarm has received a new look straight from the depths of the sea! Can you summon the Kraken?
      • Tentacle Swarm can be charged to get more tentacles over a larger area for more Energy.
      • Hydroid tentacles will now seek out nearby enemies and attempt to slam on top of them rather than just always flailing randomly and hoping they hit something.
      • Tentacle Swarm will protrude from Hydroid’s Undertow if active when cast.
      • (Undocumented) spawn radius decreased from 20m to 5-10m.

    Update: The Silver Grove (2016-08-19)

    • Conclave: Reduced range and increased duration of Tempest Barrage.
    • Conclave: Increased speed of Tidal Surge.

    Hotfix: Specters of the Rail 0.13 (2016-07-26)

    • Optimized Hydroid Tentacle Swarm ability to improve performance issues.

    Hotfix: Specters of the Rail 0.4 (2016-07-11)

    • Fixed melee holstering issues on Hydroid.

    Update: Specters of the Rail 0.0 (2016-07-08)

    • Conclave: Adjusted the melee impact sounds for Hydroid Kraken tentacles.

    Update: Lunaro (2016-06-15)

    • Fixed Hydroid’s abilities causing a delay when attempting to melee or cast another power.

    Hotfix 18.13.2 (2016-06-01)

    • Passive: Fixed Hydroid’s passive activating when punching with a fist weapon.

    Update 18.13 (2016-05-27)

    • Passive: Every Melee Ground-Slam has a 50% chance to lure a Tentacle that will last 15 seconds.
    • Visually tweaked Tempest Barrage targeting effect.

    Hotfix 18.10.6 (2016-05-06)

    • Fixed enemies dying in Undertow not counting towards your kills.

    Update 18.10 (2016-04-29)

    • Fixed Undertow resulting in enemies striking a T-pose after death.

    Hotfix 18.6.3 (2016-03-23)

    • Conclave: Fixed Undertow sometimes displaying a miniature Hydroid.
    • Conclave: Fixed Undertow leaving a hitbox in the center of the puddle.

    Update 18.6 (2016-03-16)

    • Conclave: Fixed a script error when casting Undertow.
    • Conclave: Fixed Undertow not properly applying to players that walk into the puddle.

    Update 18.5 (2016-03-04)

    • Conclave: Hydroid is now playable in Conclave.
    • Tidal Wave will no longer ragdoll boss-type enemies.
    • Undertow will no longer pull in boss-type enemies.
    • Tempest Barrage will now display a preview of its AoE zone before being cast.

    Hotfix 18.0.4 (2015-12-08)

    • Augment: Fixed an issue causing Pilfering Swarm to prevent Defense or Excavation Waves from ending.

    Hotfix 17.10.2 (2015-11-09)

    • Fixed an issue that would shrink Hydroid after using Undertow.

    Update 17.5 (2015-10-01)

    • Tempest Barrage and Tentacle Swarm can be now recasted with no cooldown.

    Update 17.1 (2015-08-12)

    • Fixed Undertow being unaffected by range Mods.

    Update 17.0 (2015-07-31)

    • Fixed Undertow not being affected by duration or range Mods.

    Hotfix 16.5.6 (2015-05-19)

    • Fixed Tempest Barrage not properly scaling in damage with rank.

    Hotfix 15.16.2 (2015-03-11)

    • Augment: Pilfering Swarm no longer applies to bosses.

    Update 15.16 (2015-02-25)

    Update 15.13 (2015-02-05)

    • Fixed an exploit in Interception Missions that allowed players to use Tentacle Swarm to put Interception points into an uncapturable state.

    Update 15.6 (2014-12-11)

    Update 15.5 (2014-11-27)

    • Augment: Healing speed from Curative Undertow Mod slowed. Also increased energy consumption from 2 to 5
    • Fixed enemy bodies becoming invisible after dying inside of Undertow.

    Hotfix 15.2.1 (2014-11-14)

    • Adjusted holster position for staff weapons on Hydroid.

    Update 15.0 (2014-10-24)

    Update 14.0 (2014-07-18)

    • Tweaked the Bow Idle animations on Hydroid.
    • Tweaked the duration and fade on multiple Hydroid ability sound effects.

    Hotfix 13.6.1 (2014-06-06)

    • Fixed an issue with Hydroid Swarm Tentacles spawning on Drones which would subsequently result in floating tentacles.

    Update 13.3 (2014-05-14)

    • Undertow is now toggable.
    • Tweaked the sound effects for many of Hydroid's abilities.

    Update 13.1 (2014-04-23)

    • Fixed Hydroid's default helmet option being set as "None".
    • Fixed an issue with Hydroid Undertow remaining in game for other players if a client disconnects while the ability is in use.

    Hotfix 13.0.6 (2014-04-17)

    • Altered the mod costs for Hydroid's abilities to bring them in line with all the other Warframes.

    Hotfix 13.0.4 (2014-04-11)

    • Tweaked the sound radius of Hydroid's abilities.
    • Fixed issue with Hydroid’s Kraken spawning in random spawn positions on clients.

    Hotfix 13.0.2 (2014-04-10)

    • Fixed Jackal being dragged around by Undertow.

    Update 13.0 (2014-04-09)

    • Added into game.

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    Post-Update 21.4

    Pre-Update 21.4