Acrid

File:TopEnemy.png Grineer File:TopWeapon.png Weapons   File:FactionSigilConclave.png CONCLAVE (PvP)
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CODEX
Acrid fires an acidic-infused needle.

The **Acrid** is an Infested weapon unlockable through Bio Lab Research in the dojo. firing -filled flechettes.

This weapon can be sold for 2,500File:Credits64.png‍ **2,500**.

 File:Credits64.png7,500

## Characteristics

This weapon deals  damage.

**Advantages:**

* Innate  damage – effective against Flesh and Ferrite Armor and bypasses Shielded and Proto Shields.
* Guaranteed  proc, in addition to procs from the weapon's status chance.
* High reload speed.
* Pinpoint accuracy.
* No recoil.
* Can use the Acrid-exclusive {{#vardefine:Name|Toxic Sequence}}{{M}} "{{#var:Name}}" not found mod.

**Disadvantages:**

* Innate  damage – less effective against Machinery, Robotics, and Fossilized.
	+ Damage cannot be increased with ,  or  mods.
* Low critical and status chance.
* Projectiles have travel time.

## Weapon Loadouts

* See Category:Acrid Build to see how players mod this weapon.
* See Category:Acrid Guides for guides on how to use this weapon effectively.
* For more general help with weapons, you may wish to browse Category:Weapon Guides.

## Notes

* As of a recent update, the Acrid is no longer silent. It appears to be actually quite loud in game terms. This can still be countered by using the {{#vardefine:Name|Suppress}}{{M}} "{{#var:Name}}" not found mod.
* The Acrid leaves a stackable damage-over-time (DoT) effect due to its  proc, which ticks 9 times over 9 seconds. Each tick deals Toxin damage.
* Enemies disintegrate when killed, similar to Saryn's Miasma. This effect is unique to the Acrid and is not shared with other  weapons like the Torid or the Embolist.
* As of {{#vardefine:Update|Update 10.3 }}{{#var:Update}}, the toxin mixture in the barrel is affected by the Acrid's energy color, and the tiny explosion effect on needle impact. Note that the explosion effect is purely cosmetic.
* Even if the weapon is modded to no longer deal  damage on-hit, toxin mods like {{#vardefine:Name|Pathogen Rounds}}{{M}} "{{#var:Name}}" not found still increase the damage of the  DoT.
* Considering its accuracy and effectiveness, slotting a {{#vardefine:Name|Pistol Ammo Mutation}}{{M}} "{{#var:Name}}" not found won't be necessary unless you're playing long sessions of Survival or Defense.
* Despite its incredibly high base accuracy the Acrid's accuracy value is heavily degraded by {{#vardefine:Name|Magnum Force}}{{M}} "{{#var:Name}}" not found well beyond what the mod's penalty would suggest, making the weapon highly inaccurate as a result.
* **To clarify on how the weapon proc works:** the weapon will proc toxin on every single shot, even if another elemental status procs. So if you mod the weapon to deal only corrosive damage using an electricity mod, the weapon will proc toxin on every shot, and have a chance for corrosive procs. The proc chance listed on the weapon is actually for any other elemental damage that is created by the weapon. It cannot proc toxin twice with one shot.

## Tips

* Because no bullet can proc the same status twice, status chance only comes into play when additional elements are added. To take advantage of this status chance, add other elemental mods such as to create a chance for  procs on top of  procs.
* Semi-automatic firing can be countered by simply adding an alternative way of firing on 'scroll up' or 'scroll down' through the key binding customization.
* Getting headshots will not only double the damage of the weapon, but double the resulting damage ticks as well.
* {{#vardefine:Name|Toxic Sequence}}{{M}} "{{#var:Name}}" not found can cause proc length to triple; stacking shots quickly on enemies will cause their health to quickly succumb to thousands of damage a second, with players able to stack many shots at once before the first damage tick expires.

## Trivia

* Before {{#vardefine:Update|Update 10.0 }}{{#var:Update}}, equipping Saryn, Mire, Torid and Acrid would give you the only loadout consisting solely of toxin-based attacks.
* As of {{#vardefine:Update|Update 15.5 }}{{#var:Update}} the Acrid is physically the largest handgun in Warframe.
* One definition for "acrid" is "sharp and harsh or unpleasantly pungent in taste or odor", likely owing to the gun's toxin-based damage.
* The Acrid has File:Grineer O.svgFile:Grineer B.svgFile:Grineer E.svgFile:Grineer Y.svg written in Grineer near the barrel, this translates to "Obey".
* The Acrid also has File:Grineer R.svgFile:Grineer O.svgFile:Grineer T.svg written in Grineer near the bottom of the weapon, this translates to "Rot".
* Inside of a Chem Lab, a holographic Acrid can be seen, similar to many other Grineer weapons.
* The Acrid is the only non-Infested weapon available via the Bio Lab.
* A tiny Grineer emblem is visible on both sides of the weapon's receiver.

## Media

* 2013-11-21 00004 - Copy.jpgAcrid default stats post Update 11 & Damage 2.0
* Acrid3.png
* AcridColoured.png
* Acrid sidearm on leg.pngAcrid as sidearm carried on the leg
* 640px-Warframe acrid arsenal.png
* Warframe 2013-11-01 23-56-27-81.png
* Acriddarthmufin.png
1/7
RPM- ep.2- Acrid (Warframe)Warframe Acrid 2.0Warframe Damage 2.0 ACRID Base BuildWarframe Acrid Pro Builds 4 Forma Update 14.10.2.1Warframe Acrid Build Guide w Toxic Sequence Mod (U15.5.3)
## Patch History

{{#vardefine:Update|Update 21.0 }}{{#var:Update}}
* Acrid is now available for use in Conclave.

{{#vardefine:Update|Update 19.4.2 }}{{#var:Update}}

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

{{#vardefine:Update|Update 19.2 }}{{#var:Update}}

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

{{#vardefine:Update|Update 18.0 }}{{#var:Update}}

* Fixed the Acrid's Toxin DoT not applying to Osprey enemies.

{{#vardefine:Update|Update 15.0 }}{{#var:Update}}

* Acrid: Toxic Sequence: adds 50% status duration.

{{#vardefine:Update|Update 14.2 }}{{#var:Update}}

* Base damage increased from 20 to 35.
* Critical Chance increased from 2.5% to 5%.
* Crit multiplier increased from 1.5x to 2x.

{{#vardefine:Update|Hotfix 14.0.11 }}{{#var:Update}}

* Reduced Acrid damage multiplier from 1 to 0.25

{{#vardefine:Update|Hotfix 11.0.1 }}{{#var:Update}}

* Increased damage to compensate for Damage 2.0.

{{#vardefine:Update|Update 11.0 }}{{#var:Update}}

* Fixed Acrid weapon not doing damage over time.

{{#vardefine:Update|Update 10.5 }}{{#var:Update}}

* Corrupted Heavy Caliber mod now works with Acrid.

{{#vardefine:Update|Update 10.3 }}{{#var:Update}}

* Acrid now uses energy color.

{{#vardefine:Update|Update 9.5 }}{{#var:Update}}

* Added custom reload sound for Acrid.

{{#vardefine:Update|Update 9.0 }}{{#var:Update}}

* Fixed Acrid DOT numbers not showing up on capture target, and death affect not replicating.

{{#vardefine:Update|Update 8.2 }}{{#var:Update}}

* Fixed Acrid’s DOT not always working on client.

{{#vardefine:Update|Hotfix 8.1.3 }}{{#var:Update}}

* Fixed Hornet Strike not affecting DOT from the Acrid.

{{#vardefine:Update|Hotfix 8.1.2 }}{{#var:Update}}

* Fixed Acrid darts not disappearing.

{{#vardefine:Update|Update 8.1 }}{{#var:Update}}

* Fix for Capture Target being dissolved by Acrid, becoming un-capturable.

{{#vardefine:Update|Update 8.0 }}{{#var:Update}}

* Introduced.
*Last Updated: {{#vardefine:Update|Update 22.15 }}{{#var:Update}}*
## See also

* {{#vardefine:Name|Toxic Sequence}}{{M}} "{{#var:Name}}" not found, an Acrid exclusive Syndicate mod.

* Secondary
* Melee
* Archwing
* Research
* Prime
* Sentinel

* Bio
* Chem
* Tenno

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