Hydroid's melee slam attacks have a 50% chance to spawn a Tentacle that lasts for 15 seconds. The tentacle seeks nearby enemies to grab and thrash them, dealing Script error: The function "Proc" does not exist. damage per second, bypassing shields and armor.
Melee combos with slam hits have a chance to summon a Tentacle.
Forest's Remorse from Gaia's Tragedy, despite ending with a slam, does not trigger this passive.
Pilfering Swarm applies to tentacles formed by this passive.
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 150 / 175 / 225 / 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.
Hydroid expends 15energy to submerge into a pool of water with a 1.5 / 2.5 / 3 / 4 meter 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 Impact damage per second; drowning enemies also receive 1% / 1.5% / 1.7% / 2% of their maximum health as Impact damage, which continuously stack every second while enemies remain submerged.
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,.
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.
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.
Undertow drains 6 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Moving while in Undertow drains 1 energy point per 0.2 meters moved.
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.
Tentacle Swarm centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow. The tentacles deal 200% damage when cast from Undertow.
Tentacles will capture enemies when they emerge from Undertow.
Hydroid's Companions 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 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.
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.
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 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.
Undertow cannot be used to bypass corpus laser doors by itself.
Bugs
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).
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 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.
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 15 / 15 / 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 50 / 100 / 150 / 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.