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.pngCombo Fury, Mod TT 20px.pngCombo Killer, Mod TT 20px.pngPower Throw, (Mod TT 20px.pngVolatile) Mod TT 20px.pngQuick Return, (Mod TT 20px.pngVolatile) Mod TT 20px.pngRebound, and Mod TT 20px.pngWhirlwind.
  • 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.pngImpact.
    • 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

GleamingTalonModU145.png AstralTwilight.png CelestialNightfallMod.png
Gleaming Talon Astral Twilight Celestial Nightfall
(Conclave only)

Glaive Weapons

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

Weapon Comparison[edit source]

Name Type Normal Heavy Slam Slide Range Slam Radius Speed Crit Crit Dmg Status MR Stance Dispo Intro
Cerata Glaive 183.0 N/A 549.0 DmgToxinSmall64.png 366.0 1.25 m 5.0 m 1.0 15.00% 2.0x 30.00% 7 Bar 1.36 U17.9
Falcor Glaive 230.0 N/A 690.0 460.0 1.3 m 5.0 m 0.833 12.00% 1.6x 34.00% 8 Bar 1.3 U23.10
Glaive Glaive 105.0 N/A 315.0 210.0 1.25 m 5.0 m 1.0 12.00% 2.0x 12.00% 1 Bar 1.3 U7.9
Glaive Prime Glaive 164.0 N/A 492.0 328.0 1.25 m 5.0 m 1.25 22.00% 2.0x 30.00% 10 Bar 1.05 U11.0
Halikar Glaive 149.0 N/A DmgMagneticSmall64.png 447.0 298.0 1.2 m 5.0 m 1.17 17.00% 2.0x 29.00% 7 Bar 1.44 U15.0
Halikar Wraith Glaive 225.0 N/A DmgMagneticSmall64.png 675.0 450.0 1.2 m 5.0 m 1.17 19.00% 2.3x 35.00% 13 Bar 0.5 H29.10.10
Kestrel Glaive 84.0 N/A 252.0 168.0 1.2 m 5.0 m 1.08 10.00% 2.0x 10.00% 0 Bar 1.45 U8.1
Orvius Glaive 195.0 N/A 585.0 390.0 1.3 m 5.0 m 0.75 18.00% 2.0x 18.00% 5 Bar 1.35 U19.0
Pathocyst Glaive 262.0 N/A 786.0 524.0 1.3 m 5.0 m 0.667 15.00% 2.1x 30.00% 9 Bar 1.3 H25.7.7
Xoris Glaive 120.0 N/A 360.0 240.0 1.3 m 6.0 m 1.17 20.00% 2.4x 18.00% 4 Bar 0.65 U28.0

Patch History[edit | edit source]

Hotfix 29.6.1

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

Hotfix 29.5.5

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

Hotfix 29.5.4

  • 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

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

Update 29.5

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

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

All items (24)

Community content is available under CC-BY-SA unless otherwise noted.