FANDOM



Editar Pestaña



Emergiendo de las profundidades del océano, Hydroid aprovecha la potencia del agua para conseguir un efecto devastador.

Hydroid es un Warframe tema del agua. Él posee el poder para manipular e incluso transformarse en agua, lanzando a sus enemigos en una tumba de agua. Dirigir cañonazos y convocar horrores del océano con tentáculos que desgarran enemigos en pedazos, Hydroid es una reminiscencia de la época de los corsarios. Hydroid fue lanzado en la actualización 13.

Los planos de sus componentes caen del renovado Consejero Vay Hek.

Requisitos de Fabricación
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Tiempo: 72 hrs
Acelerar: Platinum64 50
Precio del Mercado: Platinum64 300 Precio del Plano: Credits64 50000
Neurópticas
Credits64
15,000
AlloyPlate64
150
ControlModule64
1
PolymerBundle64
150
ArgonCrystal64
2
Tiempo: 12 hrs
Acelerar: Platinum64 25
Chasis
Credits64
15,000
NanoSpores64
1,200
PolymerBundle64
1,000
Rubedo64
300
ArgonCrystal64
2
Tiempo: 12 hrs
Acelerar: Platinum64 25
Sistemas
Credits64
15,000
OrokinCell64
1
Gallium64
4
PolymerBundle64
500
AlloyPlate64
220
Tiempo: 12 hrs
Acelerar: Platinum64 25

Curiosidades

  • Hydroid se deriva del griego "Hydro" que significa agua y el sufijo "-oid" que significa "De forma similar a ', probablemente aludiendo a su capacidad de transformarse en agua. También es una etapa de la vida de las especies de la clase Hydrozoa de medusas.
  • Hydroid fue concebido por el Equipo de Desarrollo que se inspiraron en el tema de los piratas y parece asemejarse a Davy Jones de The Pirates of the Caribbean movie franchise.
  • Hydroid es el primer warframe en utilizar recursos auto-degradantes para la construcción en la Fundición.
  • Hydroid es uno de los pocos warframes que tiene visibles "ojo-puntos" en su casco.
  • Hydroid es el segundo Warframe que tiene un recuento de Aguante superior a lo normal con un recuento de 150, siendo Valkyr la primera con la misma cantidad.
  • Hydroid es el unico warframe que tiene una capacidad maxima de escudo 989 con los mods Redirección y Vigor al máximo.
  • Hydroid es uno de los tres Warframes con poderes capaces de ignorar la armadura del enemigo y escudos, junto con Ash Tormenta de Espadas y Saryn Molt y Contagion.
    • Hydroid fue el primer Warframe en tener habilidades de Daño Definitivo, que es el único tipo de daño, salvo Toxina y hasta cierto punto, el daño Gas, puede pasar por alto los escudos del todo. Ash con su mejorada Tormenta de Espadas fue el segundo.

Notas

  • Hydroid, junto con Valkyr, tiene la capacidad mas alta de aguante que cualquier otro Warframe, de 150.

Editar Pestaña



Comanda la furia del océano con este rey de oro y plata. Cuenta con polaridades de mod alteradas para una mayor personalización.


Fecha de lanzamiento: 29 de Agosto del 2017.

Hydroid Prime es la variante Prime del Warframe Hydroid que cuenta con estadísticas mejoradas: armadura, escudos y energía aumentadas. Fue lanzado junto a las armas Ballistica Prime y Nami Skyla Prime.

Requisitos de Fabricación
Credits64
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell64
5
Tiempo: 72 hrs
Acelerar: Platinum64 50
Precio del Mercado: N/A Precio del Plano: N/A
Neurópticas
Credits64
15,000
NeuralSensor64
5
Plastids64
1,100
AlloyPlate64
8750
NanoSpores64
12,750
Tiempo: 12 hrs
Acelerar: Platinum64 25
Chasis
Credits64
15,000
ArgonCrystal64
2
Gallium64
5
Salvage64
10,500
Ferrite64
6,750
Tiempo: 12 hrs
Acelerar: Platinum64 25
Sistemas
Credits64
15,000
DENitainExtract
2
ControlModule64
10
Circuits64
1,300
Cryotic
925
Tiempo: 12 hrs
Acelerar: Platinum64 25

Notas

  • Hydroid prime tiene más armadura (250 vs. 200), más escudos (175 vs. 125 al rango 0, 525 vs. 375 al rango 30) y más energía (150 vs. 125 al rango 0, 225 vs. 188 al rango 30) comparado al Hydroid normal.
    • Esto vuelve a Hydroid Prime en uno de los pocos primes en tener tres estadísticas mejoradas por sobre su versión normal.
  • Al igual que un Warframe Prime, Hydroid Prime tiene la habilidad pasiva especial que hace los Orbes de Muerte del Vacío Orokin liberen un pulso de energía que le otorga 250 de Energía a todos los aliados cercanos. Este efecto solo ocurre una vez por Orbe de Muerte e incluso puede ocurrir si este ha sido previamente destruido.
  • Hydroid Prime fue revelado en la TennoCon 2017.

Trivia

Media

Editar Pestaña

H A B I L I D A D    P A S I V A:     Zarcillo Profundo
Los ataques al suelo tienen una probabilidad de invocar un tentáculo.

Deep Tendril

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

  • Charge attacks using Gunblades like the Redeemer or Sarpa also have a chance to summon a Tentacle.
  • Melee combos with slam hits have a chance to summon a Tentacle.
  • Pilfering Swarm applies to tentacles formed by this passive.

Habilidades

BombardeoTempestuoso(H) BombardeoTempestuoso(S)
ENERGÍA
25
TECLA
1
Bombardeo Tempestuoso
Invoca un aluvión de furía liquida
Fuerza:50 / 75 / 100 / 150
Duración:2 / 3 / 4 / 5 s
Alcance:∞ (cast range)
3 / 5 / 8 / 10 m (barrage radius)

  • Hydroid marks a location, 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 impact at a rate of 4 per second, and each water blast inflicts 50 / 75 / 100 / 150 Invalid damage within an area of effect.
    • Damage per water blast is affected by Power Strength.
    • Damage does not bypass obstacles in the environment and does not diminish with distance. Affected enemies suffer a Knockdown.
    • Duration is affected by Power Duration.
    • Barrage radius is affected by Power Range.
  • 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 3 ) initiates the ability cast immediately, while holding the button highlights the barrage 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.
    • 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.
  • Cast animation is affected by Natural Talent. Casting interrupts movement and other actions.
  • Can be recast while active to create multiple instances.

  • Using range mods increases the area that bolts will fall. In this way, you can use its utility to knock things down in a large radius.
    • Conversely, reducing the range with a corrupted mod will concentrate the area that the bolts will fall, allowing better concentration of damage.
  • 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.


Marejada(H) Marejada(S)
ENERGÍA
50
TECLA
2
Marejada
Choca a través de los enemigos en feroz muro de agua.
Fuerza:100 / 200 / 250 / 300
Duración:1 s (duration)
20 / 25 / 27.5 / 30 ms-1 (speed)
Alcance: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 Invalid damage as the wave travels and 100 / 200 / 250 / 300 Invalid damage as the wave breaks at the end of the duration.
    • All damage is affected by Power Strength. The Invalid 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.

Artículo Principal: Tidal Impunity

Tidal Impunity {{#lsth:Tidal Impunity|Stats}}

  • 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.


  • Resaca(H) Resaca(S)
    ENERGÍA
    15
    TECLA
    3
    Resaca
    Conviértete en una trampa de agua y ahoga a los enemigos desprevenidos.
    Energy Drain: 6 / 4 / 3 / 2 s-1
    Fuerza:10 / 15 / 20 / 25
    Duración:N/A
    Alcance: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 (ex. Energy Leech) 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.
    • 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 Carrier, 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.
    • If an enemy dies while submerged, it will count as a stealth kill.

    Artículo Principal: Curative Undertow

    Curative Undertow {{#lsth:Curative Undertow|Stats}}

    • 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.

  • 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.


  • MasadeTentáculos(H) MasadeTentáculos(S)
    ENERGÍA
    100
    TECLA
    4
    Masa de Tentáculos
    Convoca una criatura de las profundidades para causar estragos
    Fuerza:75 / 150 / 225 / 300 (maximum tentacle damage)
    50 / 100 / 150 / 200 (capture damage)
    7 / 8 / 9 / 12 (tentacles)
    Duración:10 / 13 / 18 / 20 s
    Alcance:∞ (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 Invalid 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.

    Artículo Principal: Pilfering Swarm

    Pilfering Swarm {{#lsth:Pilfering Swarm|Stats}}

    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 spawn radius to 6.8 meters.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces duration to 8 seconds.
    • Maximized Power Range increases spawn radius to 50 meters.
      • Reduces maximum tentacle damage to 48 and capture damage to 80 per second.
    • Maximized Power Strength 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


  • Mods de Fuerza

    Intensificar

    Mods de Duración

    Continuidad

    Mods de Alcance

    Estirar

    BombardeoTempestuoso(S) BombardeoTempestuoso(S) BombardeoTempestuoso(S)
    Marejada(S) Marejada(S) Marejada(S)
    Resaca(S) Resaca(S) Resaca(S)
    MasadeTentáculos(S) MasadeTentáculos(S) MasadeTentáculos(S)

    Editar Pestaña

    Hydroid es un Warframe pesado que maneja el poder del agua. Mientras que sus habilidades no se destacan en tratar grandes cantidades de daño, todos sus poderes tienen útil utilidad de control de masas que pueden bloquear las áreas enteras del mapa de acción del enemigo, lo que restringe su capacidad de movimiento y combate. Esto hace Hidroide increíblemente útil para misiones de defensa estática, donde sus habilidades pueden evitar que los enemigos de alcanzar el objetivo. Aunque no es el más duro de Warframes, Hidroide tiene buena capacidad de escudo y armadura, haciéndolo más duradero que otras ruedas, como Vauban. Por último, la alta capacidad de resistencia Hidroide lo hace muy adecuado para combate cuerpo a cuerpo puro construye, y eso le da resistencia a modos de juego largas como Survival.

    Editar Pestaña

    Hydroid can be equipped with:

    Cosmetics

    Augments

    Editar Pestaña

    Actualización 21.4.0
    • 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.

    Actualización: The Silver Grove

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


    Revisión: Specters of the Rail 13

    • Optimized Hydroid Tentacle Swarm ability to improve performance issues.


    Revisión: Specters of the Rail 4

    • Fixed melee holstering issues on Hydroid.


    Actualización: Specters of the Rail

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


    Actualización: Lunaro

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


    Revisión 18.13.2

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


    Actualización 18.13

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


    Revisión 18.10.6

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


    Actualización 18.10

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


    Revisión 18.6.3

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


    Actualización 18.6

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


    Actualización 18.5

    • 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.


    Revisión 18.0.4

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


    Revisión 17.10.2

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


    Actualización 17.5

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


    Actualización 17.1

    • Fixed Undertow being unaffected by range Mods.


    Actualización 17.0

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


    Actualización 16.5.6

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


    Actualización 15.16.2

    • Augment: Pilfering Swarm no longer applies to bosses.


    Actualización 15.16


    Actualización 15.13

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


    Actualización 15.6


    Actualización 15.5

    • 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.


    Actualización 15.2.1

    • Adjusted holster position for staff weapons on Hydroid.


    Actualización 15.0


    Actualización 14.0

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


    Revisión 13.6.1

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


    Actualización 13.3

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


    Actualización 13.1

    • 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.


    Revisión 13.0.6

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


    Revisión 13.0.4

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


    Revisión 13.0.2

    • Fixed Jackal being dragged around by Undertow.


    Actualización 13.0

    • Hydroid added into the game.

    Editar Pestaña

    Wikia Lotus La siguiente página es una Página de Galería de Hydroid.
    Wiki Warframe Español:Media Policy
    Para más detalles, para más detalles por favor visita Wiki Warframe Español Media Policy.


    Videos


    ¡Interferencia de bloqueo de anuncios detectada!


    Wikia es un sitio libre de uso que hace dinero de la publicidad. Contamos con una experiencia modificada para los visitantes que utilizan el bloqueo de anuncios

    Wikia no es accesible si se han hecho aún más modificaciones. Si se quita el bloqueador de anuncios personalizado, la página cargará como se esperaba.