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Glaives are multi-bladed or circular melee weapons that can be thrown like a boomerang. Heavy Attacks thrown during the glaive's flight will cause it to explode in an area of effect.


  • Can use the Glaive-exclusive mods Mod TT 20px.png Combo Fury, Mod TT 20px.png Combo Killer, Mod TT 20px.png Power Throw, (Mod TT 20px.png Volatile) Mod TT 20px.png Quick Return, (Mod TT 20px.png Volatile) Mod TT 20px.png Rebound, and Mod TT 20px.png Whirlwind.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Holding the melee button throws the glaive, which can bounce up to three times or travels a set duration before returning to the user, damaging anyone in its path. Meleeing while the glaive is in mid-flight commands it to return.
    • Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions. Additional throws can also be "buffered" while the glaive is in mid-flight.
    • Thrown glaive has a guaranteed DmgImpactSmall64.png Impact.
    • Thrown glaive is silent.
    • Heavy Attacks, or melee attacks while wielded in-tandem with a secondary weapon, while the glaive is in mid-flight produce an explosion and force the glaive to return.
      • Explosion inflicts a guaranteed proc.

Glaive Stance Mods[]

Glaive Weapons

PunctureGlaive.png CrpGlaive.png DEGlaive.png PrimeGlaive.png GrnBoomerang.png
Cerata Falcor Glaive Glaive Prime Halikar
HalikarWraith.png Kestrel.png TeshinGlaive.png Pathocyst.png Xoris.png
Halikar Wraith Kestrel Orvius Pathocyst Xoris

Weapon Comparison[]

Name Type Attack Main
Element
Normal Heavy Slam Slide Range Slam Radius Speed Crit Crit Dmg Status Dispo Follow
Through
Block
Angle
MR Stance Intro
Cerata Glaive Charged Throw Explosion 100% DmgToxinSmall64.png  1,318 0 549 366 1.25 5 0.83 21% 2.3x 34% 1.36 0.7 55 7 Naramon Pol.svg 2015-10-28
Falcor Glaive Charged Throw Explosion 100% DmgElectricitySmall64.png  1,380 0 690 460 1.3 5 0.83 16% 2x 38% 1.3 0.7 55 8 Naramon Pol.svg 2018-10-12
Glaive Glaive Charged Throw Explosion 100% DmgBlastSmall64.png  756 0 315 210 1.25 5 0.83 16% 2.2x 16% 1.3 0.7 55 1 Naramon Pol.svg 2013-04-26
Glaive Prime Glaive Charged Throw Explosion 100% DmgBlastSmall64.png  1,184 0 492 328 1.25 5 0.83 26% 2.4x 34% 0.8 0.7 55 10 Naramon Pol.svg 2013-11-20
Halikar Glaive Charged Throw Explosion 100% DmgBlastSmall64.png  894 0 447 298 1.2 5 0.83 21% 2.3x 33% 1.44 0.7 55 7 Naramon Pol.svg 2014-10-24
Halikar Wraith Glaive Charged Throw Explosion 100% DmgBlastSmall64.png  1,314 0 675 450 1.2 5 0.83 21% 2.5x 41% 0.85 0.7 55 13 Naramon Pol.svg 2021-04-05
Kestrel Glaive Charged Throw Explosion 100% DmgBlastSmall64.png  504 0 252 168 1.2 5 0.83 14% 2.2x 14% 1.45 0.7 55 0 Naramon Pol.svg 2013-06-07
Orvius Glaive Charged Throw Explosion 100% DmgColdSmall64.png  1,170 0 585 390 1.3 5 0.83 22% 2.4x 22% 1.35 0.7 55 5 Naramon Pol.svg 2016-11-11
Pathocyst Glaive Charged Throw Explosion 100% DmgViralSmall64.png  1,572 0 786 524 1.3 5 0.83 21% 2.5x 35% 1.3 0.7 55 9 Naramon Pol.svg 2019-09-26
Xoris Glaive Charged Throw Explosion 100% DmgElectricitySmall64.png  1,000 0 360 240 1.3 6 0.83 22% 2.4x 20% 0.65 0.7 55 4 Naramon Pol.svg 2020-06-11

Stanceless Combos[]

Combo Name Attack Multipliers
and Forced Procs
Avg Dmg Multi/s Length Animation
Ruin
(While Not Moving)
Default Melee Attack
200%
Default Melee Attack
300%
Default Melee Attack
400% Lifted b.png
Default Melee Attack
400%
0.0%/s N/A GleamingTalonCombo3.gif
Ruin
(While Moving)
Default Melee Attack
200%
Default Melee Attack
300%
Default Melee Attack
400% Lifted b.png
Default Melee Attack
400%
0.0%/s N/A GleamingTalonCombo3.gif
Ruin
(While Blocking & Moving)
Default Melee Attack
200%
Default Melee Attack
300%
Default Melee Attack
400% Lifted b.png
Default Melee Attack
400%
0.0%/s N/A GleamingTalonCombo3.gif
Ruin
(While Blocking)
Default Melee Attack
200%
Default Melee Attack
300%
Default Melee Attack
400% Lifted b.png
Default Melee Attack
400%
0.0%/s N/A GleamingTalonCombo3.gif
Falling Star
(Heavy Attack)
Ranged
500%
Ranged
500%
Ranged
500%
0.0%/s N/A GlaiveComboHeavy.gif
Pirouette
(While Sliding)
360° Attack
200%
270.3%/s 0.7s GlaiveComboSlide.gif
Auger
(While In Air)
360° Attack
2x 300%
360° Attack
2x 300%
360° Attack
2x 300%
0.0%/s N/A GlaiveComboAir.gif
Through Strike
(While Wall Latching)
Default Melee Attack
300%
0.0%/s N/A GlaiveComboWall.gif
Nemesis
(On Knocked Down Enemy)
Default Melee Attack
1000% DmgSlashSmall64.png
0.0%/s N/A GlaiveComboFinisherGround.gif
360° Attack 360° Attack • Slam Slam Attack • Ranged Ranged Attack
View Full Legend
Key Inputs
Default Melee Attack Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Heavy Attack Heavy Attack  (PC default MMB; XBX, PSN, and NSW default left trigger)
Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Melee Attack
200%
 Attack does double damage 
Default Melee Attack
2x 100%
 Attack hits twice 
Exclusive Procs
DmgImpactSmall64.png Impact
DmgSlashSmall64.png Slash
Knockdown b.png Knockdown
Lifted b.png Lifted
Panel.png Stagger
Ragdoll b.png Ragdoll
Finisher b.png Finisher (front, back, or ground) 
DmgImpairSmall64.png Impair (PvP only) 
*Combos that are shared across all stances of the weapon type.

Patch History[]

Update 30.5 (2021-07-06)

MELEE / PRIMARY BALANCE CHANGES

In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks.

However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class.

That said, our two changes to Glaives go hand in hand:

First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.

With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows:

Cerata
Direct Hit Damage from 366 to 201
Radial Damage from 549 to 333


Falcor
Direct Hit Damage from 460 to 250
Radial Damage from 690 to 345


Glaive
Direct Hit Damage from 210 to 116
Radial Damage from 315 to 190


Glaive Prime
Direct Hit Damage from 328 to 180
Radial Damage from 492 to 296


Halikar
Direct Hit Damage from 298 to 163
Radial Damage from 447 to 225


Halikar Wraith
Direct Hit Damage from 503 to 263
Radial Damage from 621 to 329


Kestrel
Direct Hit Damage from 168 to 92
Radial Damage from 252 to 126


Orvius
Direct Hit Damage from 390 to 215
Radial Damage from to 520 to 293


Pathocyst
Direct Hit Damage from 524 to 288
Radial Damage from 786 to 393


Xoris
Direct Hit Damage from 240 to 120
Radial Damage from 480 to 250

Fixes
  • Fixed detonating a Glaive early can lead to automatic charge up after catch.
  • Fixed Glaive automatically throwing after heavy slam if caught in mid-air.

Hotfix 30.3.2 (2021-05-27)

  • Changed a parameter related to rapidly throwing your Glaive to put it back to the way it was before Update 30.3.
    • The update accidentally introduced a work in progress version of something that wasn’t ready yet.

Update 30.3 (2021-05-25)

  • Fixed getting stuck in a Glaive throwing loop when using a Glaive that's modded for high Attack Speed.

Hotfix 29.6.1 (2020-12-18)

  • Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive.

Hotfix 29.5.5 (2020-11-27)

  • Fixed being unable to detonate Glaives using Heavy Attack while controlling it with Ivara’s Navigator.

Hotfix 29.5.4 (2020-11-25)

  • Alt fire will now also Heavy Attack the Glaive in Glaive+Gun mode. The original design intent was to reserve Alt Fire for the Secondary weapon, but a scenario where Secondary Alt Fire is needed while Glaive is in flight over Heavy Attack is extremely low. Bringing parity to Heavy Attack input in Dual Wield and Melee Equipped modes is far more important. Thank you so much for all the excellent feedback!
  • Alt Fire will Heavy Attack at any point during a Glaive's flight. Before, when a Glaive auto recalled after reaching its distance limit, it could not be detonated during its return.
  • Fixed Glaives sometimes orbiting around you after recall. As reported here: https://www.reddit.com/r/Warframe/comments/k00a5e/return_of_glaive_orbit/
  • Fixed cases of consecutive Glaive throws failing.

Hotfix 29.5.3 (2020-11-23)

  • Glaive meleeing will cancel Athodai's "secondary fire beam" in Dual Wield mode now.

Update 29.5 (2020-11-19)

GLAIVES REVISITED:

Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:

Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.

“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.

In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall

Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.

Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.

Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.

With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!

Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:

Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.

Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.

With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!

Glaive Mod Power Throw has been given respective buffs:

  • Increased Punch Through from 0.6 to 2m.
    • +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
  • Added 60% projectile speed.

This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.

We also have two new Mods to help modify your playstyle even further...

Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).

Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).

Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.

*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!

Below are some specific changes per weapon from the above changes:

Cerata

  • Added guaranteed Toxin proc on Heavy Attack Detonation.
  • Increased Critical Damage from 2.2 to 2.3x of throw.
  • Reduced AoE fall off from 50% to 30%.

Falcor

  • Added guaranteed Electricity proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.

Glaive

  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.

Glaive Prime

  • Reduced AoE fall off from 50% to 40%.

Halikar

  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.

Kestrel

  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Reduced Max self CC from Knocked Down to Stagger.

Orvius

  • Added guaranteed Cold proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Quick Throws now perform the Hover Attack.

Pathocyst

  • Added guaranteed Viral proc to Heavy Attack Detonation.
  • Reduced Max self CC from Knocked Down to Stagger.

Xoris

  • Added guaranteed Electricity proc to Heavy Attack Detonation.

Wolf Sledge

  • Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
  • Wolf Sledge now explodes on impact when Thrown.

Glaive specific stat display changes:

  • Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
  • ‘Radial Attack’ has been renamed to ‘Bounce Attack’.
    • This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
  • Added a stat for % chance to explode on bounce.
  • Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.

GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/

Hotfix 28.0.4 (2020-06-12)

  • Fixed Critical Hits not triggering for Glaive mid-air detonations.

All items (27)

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