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.

Nota: Cada ataque Melee slam attack tiene 50% de probabilidad de atraer a un tentáculo que dura 15 segundos.

  • Los ataque cargados usando Gunblades como la Redeemer o la Sarpa tambien tiene la probabilidad de convocar un tentáculo.
  • Los combos Melee con ataques slam tienen probabilidad de convocar un tentáculo.
  • Estos tentáculos no se ven afectados por la variación de Fuerza de habilidad o Duración de habilidad.
  • El Enjambre robador se aplica a los tentáculos formados por esta pasiva.

BombardeoTempestuoso(H) BombardeoTempestuoso(S)
Bombardeo Tempestuoso
Invoca un aluvión de furia líquida
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)
Choca a través de los enemigos en un 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.

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)
    Conviértete en una trampa de agua y ahoga a los enemigos desprevenidos.
    Drenaje de energía: 6 / 4 / 3 / 2 s-1
    Fuerza:10 / 15 / 20 / 25
    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)
    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}}

    • The "Finisher" grapple damage of the tentacles are not affected by sources that boost or negate Finishing Damage.
    x26px Arcane Trickery enhancement.

    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


    Mods de Duración


    Mods de Alcance


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

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