Overview
A rejuvenating element of sustain and suppression - it heals, drenches, slows and interrupts.
Slot Hydro into a skill’s primary socket to change that skill’s behavior. Each skill has its own variants, so the element’s general identity is a starting point rather than a complete description of every combination.
No additional world or Ascension restriction is listed for this entry.
Element matchups
These multipliers apply to elemental affinity in the damage formula. Unlisted pairings are neutral (1×). True-damage and skill-specific effects have their own rules.
| Against | Multiplier |
|---|---|
| Hydro | 1× |
| Pyro | 1.15× |
| Geo | 1× |
| Aero | 0.85× |
| Phumi | 1× |
| Kali | 1× |
| Cosmic | 1× |
Fusion recipes
Skill variants
Beam
Water Debuff — Drenches the target for 4s - 20% slower movement and fire rate
Barrier
Tidewall — Raises the barrier's healing to 5% of max HP per second
Shoulder Charge
Riptide Lock — Pushes every enemy special onto cooldown for 8s - and interrupts one mid-windup
Second Breath
Tidal Breath — Regen for 4s — heals 3% of Max HP every 0.5s
Energy Surge
Tide Surge — Hydro buffs from skills you cast this hand cycle last 3s longer - regens and heals over time included
War Cry
Tide Cry — Water-infused skills deal a further 10% damage for 15s
Quicken
Tidestep — Halves how long Drenched lasts on you - the one already on you and any that lands soon after
Concussive Palm
Tidal Palm — Hydro-infused skills hit harder for 5s
Shadow Dance
Tide Slip — Every slip leaves the attacker Drenched for 4s - 20% slower per stack
Recover
Mending Waters — Keeps healing after the cast - 10% of Max HP over 4s
Sword Combo
Tide Edge — Each sword strike restores HP (12% of the damage dealt heals you)
Grapple
Tide Hook — The tether drains life - every 0.3s of the pull siphons health out of the target and into you
Energy Dagger
Tide Daggers — Each landed dagger DRENCHES for 4s - 20% slower per stack, and a Drenched enemy cannot raise its guard
Triple Shot
Tide Split — Each landed shot scatters 3 motes - catch one to heal 8% of your Max HP
Destructive Shot
Deluge Shell — The burst soaks the whole blast radius - Drenched for 5s
Return Shot
Tide Arc — Each pass soaks - Drenched for 4s, stacking while you keep the arc in the air
Super Beam
Deluge — Inflicts Drench for 6s
Punch Kick Combo
Tide Sap — Each landed hit weakens the target for 6s - it deals 15% less damage per stack
Power Wave
Tidal Wall — The wave is a wall of water - everything it shoves is Drenched for 4s
Blink Assault
Frost Blink — 35% Chance to Freeze the target solid for 4s when the beam ends
Smoke Bomb
Choking Fumes — Enemies in the cloud act 30% slower - movement fire rate and cooldowns
Portal
Tidal Gate — Increases the damage of HYDRO infused skills that go through the portal
Energy Bomb
Tidal Column — The burst leaves a column of water that DRENCHES anything inside it
Fighting Aura
Tide Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Drenched for 4s
Advancing Wall
Tidewall — Enemy fire that passes through the wall becomes a healing orb you can fly into
Guardian's Call
Tide Warden — 35% Chance to guardian attacks have a chance to Drench the enemy for 4s
Shockwave
Tidewash — The shockwaves heal you as they pass through you
Blast Knuckle
Tide Knuckle — Apply Drenched Doubles it if the target is already Drenched
Power Stream
Tide Pools — Leaves water pools - they heal you while you stand in them and drench enemies caught inside
Spirit Axe
Tide Reaver — Each tick of the vortex heals you
Power Shield
Tide Shield — The shield banks the damage it blocks. A full meter explodes and Drenches everything nearby for 6s
Sonic Pillars
Tide Pillars — Enemies that touch a pillar are Drenched. Stacks
Aureole Crown
Tidal Halo — Heal each time a sphere strikes
World King's Armor
King's Tide — The tide answers - Regen 2% of your MAX HP every 0.5s for 15s
Tornado
Tide Spiral — Each pass leaves the target Drenched. Stacks
In-game appearance
Captured from Last Attack X’s game renderer.