Dossier Summary
Skill loadout
8 AbilitiesEvery skill Acrid can equip, with the slot it occupies, its cooldown and its proc coefficient. Skills listed as alternates replace the default for that slot and are unlocked through the challenges underneath.
| Skill | Slot | Cooldown | Proc | Availability |
|---|---|---|---|---|
| Vicious WoundsA melee primary with a full 1.0 proc coefficient. Documented mechanics list no further detail for this skill. | Primary | — | 1.0 | Default |
| NeurotoxinAn agile secondary on a 2-second cooldown that can be used during a leap without cancelling it. | Secondary | 2s | 1.0 | Default |
| Ravenous BiteA bite whose damage multiplier grows with how much health the target is already missing. | Secondary | 2s | 1.0 | Alternate |
| Caustic LeapTwo charges. The acid pool left behind ticks ten times a second but can only damage the same target twice per second, for 500% damage per target across its ten-second life. | Utility | 6s | Leap: 1.0<br>Pool: 0.1 | Default |
| Frenzied LeapTwo charges on a 10-second cooldown, trading the acid pool for extra mobility. | Utility | 10s | 1.0 | Alternate |
| EpidemicOn contact the projectile spreads to up to two nearby enemies, repeating up to twenty times or until nothing nearby is left unaffected. | Special | 10s | 1.0 | Default |
| PoisonTicks three times a second for ten seconds plus a final tick on expiry, dealing at least a fixed share of the victim's health per second. It is nonlethal, so something else has to finish the kill. | Passive | — | — | Default |
| BlightA shorter, sharper poison at five seconds instead of ten, where further stacks raise the damage of each tick rather than adding more ticks. | Passive | — | — | Alternate |
The proc coefficient scales how strongly on-hit item effects trigger from that skill's damage. Reported by players — Compiled from player reports and community guides; confirm in your own run.
Challenges tied to this survivor
- Acrid: Easy Prey
- Acrid: Bad Medicine
- Acrid: Pandemic
Reading the loadout
Acrid carries 8 skills across 5 slots (Primary, Secondary ×2, Utility ×2, Special, Passive ×2). 3 of them are alternates rather than a default pick, which puts a real choice in the Secondary, Utility, Passive slots.
- Cooldown range
- Shortest is 2s on Neurotoxin; longest is 10s on Frenzied Leap. That spread sets how often the kit can answer a problem rather than absorb one.
- Proc profile
- Highest proc coefficient is 1.0 on Vicious Wounds, Neurotoxin, Ravenous Bite, Frenzied Leap, Epidemic. The primary sits at 1.0.
- Unlock work
- 3 challenges are tied to this survivor, listed underneath. Clearing them is what opens the alternates rather than the character itself.
The kit splits into 3 slots built around dealing damage and 3 slots built around repositioning or burst windows. Because the primary sits at a proc coefficient of 1.0, on-hit item effects trigger from your most-used attack rather than from an occasional button.
This breakdown is computed from the table above rather than quoted from a guide, so it moves automatically whenever a listed value changes.
Origin and version history
- Acrid has been on the roster since the base game, which puts the character inside the balance pass that patch 1.21 was written for.
- Patch 1.21 added Cloying Breath (Special) as a new option for this kit — one of six original survivors that gained a skill in the free half of the Hallowed Concepts release.
- Hallowed Concepts also shipped a skin for Acrid, so the most recent cosmetic change and any mechanical change to this character came from the same release.
Origin and patch attribution are taken from the store listings and the developer's own announcement for patch 1.21.