Primary elements

Hydro

A rejuvenating element of sustain and suppression - it heals, drenches, slows and interrupts

Game data 1.6.0 · Reviewed 19 September 2026

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.

AgainstMultiplier
Hydro1×
Pyro1.15×
Geo1×
Aero0.85×
Phumi1×
Kali1×
Cosmic1×

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

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

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

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

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