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Preceded by
Eximus 1.0 since Update 31.5 (2022-04-27)

Stay focused, there's a Heavy Unit approaching.

Eximus (version 2.0), also known as Heavy Units, are a category of special elite variants of standard enemies introduced in Update 12.0 (2014-02-05) and reworked in Update 31.5 (2022-04-27) that can appear in any mission type. They come in several varieties, each with unique abilities (some of which are similar to Tenno abilities) and are usually much stronger than an average member of their faction, although effects vary from type to type. Compared to normal units, Eximus have increased stats, resistances, and possession of Overguard, posing a reasonable challenge for under-equipped or inexperienced Tenno.

Overview[]

Eximus are normal enemies that have been empowered with special abilities, while their visuals and audio cues have been amplified to make them stand out amongst their peers. Their durability has been dramatically increased in the form of Overguard, a special health buffer that renders them immune to most crowd control until removed. Overall, Eximus pose a significant threat to Tenno, making them high priority targets.

The rewards for defeating Eximus units are substantial. Eximus units drop 500-750 Credits Credits , and provide an additional 1,000 base Affinity gain over their normal counterpart (before level scaling calculations). Eximus units above level 30 also have a chance to drop a RivenSliver Riven Sliver, with those in The Steel Path having the same drop chance. They are also guaranteed to drop one Energy Orb, two Health Orbs, and either Primary Ammo or Secondary Ammo on death. Eximus spawn at the same level as other enemy units.

Eximus will not appear until a minimum of 60 seconds have elapsed in the mission.

Eximus Types[]

Almost any base unit type (Osprey, Lancer, MOA, etc.) can spawn as an Eximus, though certain units can only spawn as a particular Eximus type, e.g. Chargers can only spawn as Parasitic Types. They can easily be identified by their special auras and larger sizes, and frequently have unique textures/skins to make them more visually distinctive.

Only IconGrineerOn Grineer, IconCorpusOn Corpus, Infestation w Infested, IconOrokinOn Corrupted,IconNarmer Narmer, and MurmurIcon The Murmur units can become Eximus.

Arctic / Frozen / Cryonic[]

ArcticEximus

Arctic Eximus

Arctic/Frozen/Cryonic Eximus units project a 15m aura that reduces movement speed by 30%. Multiple instances of this aura stack multiplicatively. Aura effects ignore status immune abilities like WardingHalo130xWhite Warding Halo and IronSkin130xWhite Iron Skin, but can be stopped by FocusPoise Poise.

When alerted, Arctic Eximus generate a SnowGlobe130xWhite Snow Globe-like barrier with 10,000 object-based health that lasts for 20 seconds. This barrier appears as a white/blue transparent sphere and will follow the Eximus. The barrier protects all units inside from ranged attacks and area of effects. However, like SnowGlobe130xWhite Snow Globe, inflicting enough damage will cause the Arctic Eximus's barrier to disintegrate. Note that since the barrier has object-based health, it is not affected by critical damage, making crit-focused weapons are less effective than raw damage weapons. Barrier health does not scale with enemy level.

All factions can become Arctic Eximus. Infested are referred to as Frozen. Elementa Culverins are referred to as Cryonic, and possess a unique mortar attack that leaves a lingering cloud of DmgColdSmall64 Cold, which will inflict a DmgColdSmall64 Cold proc to anyone inside it.

Blitz / Volatile[]

VolatileEximus

Volatile Eximus

Blitz/Volatile Eximus units can punch the ground to release a shockwave that travels in a forward line, dealing 250 DmgBlastSmall64 Blast damage scaled by enemy level and inflicting Knockdown b Knockdown and a DmgBlastSmall64 Blast proc. The shockwave deals one instance of damage; getting knocked back into the shockwave's path does not deal consecutive hits.

All factions can become Blitz Eximus. Infested are referred to as Volatile.

Energy Leech / Parasitic[]

EnergyLeechEximus

Energy Leech Eximus

Energy Leech/Parasitic Eximus units spawn a small purple Energy Leech Zone under visible players within line of sight, which collapses after 3 seconds, dealing 50 DmgMagneticSmall64 Magnetic damage and a DmgMagneticSmall64 Magnetic proc to Tenno that remain in the zone when it collapses. Sources of Magnetic proc resistance, such as ArcaneNullifier Arcane Nullifier, will entirely negate the proc but not the damage.

Energy Leech Eximus that are allied to Tenno will restore their energy at a rate of 3 units per second over 3 seconds upon hitting enemies.

All factions can become Energy Leech Eximus. Infested are referred to as Parasitic.

Leech / Sanguine[]

LeechEximus

Leech Eximus

Leech/Sanguine Eximus units spawn a persistent 3 meter spherical Health Leech Zone under visible players within line of sight before dissipating after a few seconds. Tenno in the zone are drained of 5% of max health per hit at a rate of 3 hit/sec, healing the Eximus and its allies by 10% of their max health per hit. Leech Zones can spawn in mid-air. The leech zones will not damage (and thus will not trigger the heal effect) enemies that have friendly fire enabled (e.g. being afflicted with DmgRadiationSmall64 Radiation procs) or companions.

All factions can become Leech Eximus. Infested are referred to as Sanguine.

Shock / Bioelectric / Galvanic[]

ShockEximus

Shock Eximus

Shock/Bio-Electric/Galvanic Eximus units release three DmgElectricitySmall64 Electricity orbs that slowly move toward nearby Tenno. The orbs can be destroyed by shooting them or killing the Eximus.

All factions can become Shock Eximus. Infested are referred to as Bioelectric. Elementa Culverins are referred to as Galvanic, and possess a unique mortar attack that leaves a lingering cloud of DmgElectricitySmall64 Electricity, which will inflict an DmgElectricitySmall64 Electricity proc to anyone inside it.

Arson[]

ArsonEximus

Arson Eximus

Arson Eximus units have the ability to release a 30 meter radius Fire Blast that deals 400 DmgFireSmall64 Heat damage, not scaled by enemy level, and inflicts Knockdown b Knockdown and a DmgFireSmall64 Heat proc. Rolling through the Fire Blast prevents all damage and status effects from it.

These Eximus units will release their fire wave when enemies are close to them and are capable of dealing significant damage to Sentinels at higher levels; caution is advised when engaging them at close range.

Only Grineer can become Arson Eximus.

Guardian[]

GuardianEximus

Guardian Eximus

Guardian Eximus units, when alerted, are surrounded by three rotating shields which are invulnerable to Punch Through and give the Guardian Eximus 90% damage reduction to area of effect attacks. The shields have small gaps in between them and do not provide any protection from above or below. They also provide -90% to all damage type modifiers to their allies, but not for themselves or special units such as Demolishers, Capture targets, and Bosses, and the damage reduction does not stack with other nearby Guardian Eximus.

Damage reduction will never apply to Overguard of nearby units. The damage reduction against area of effect attacks does apply to the Overguard of the Guardian Eximus.

Only Corpus and The Murmur grounded units can become Guardian Eximus.

Venomous / Septic[]

VenomousEximus

Venomous Eximus

Venomous/Septic Eximus units emit a potent DmgToxinSmall64 Toxin aura in a 3 meter radius that deals 30 DmgToxinSmall64 Toxin damage scaled by enemy level with 200% status chance.

Only Infested melee units can become Venomous Eximus. Elementa Arcocanids and Elementa Culverins are referred to as Septic. Septic Elementa Culverins also possess a unique mortar attack that leaves a lingering cloud of DmgToxinSmall64 Toxin, which will inflict a DmgToxinSmall64 Toxin proc to anyone inside it. Interestingly, the aura of Septic Eximus units is much more vibrant than the aura of Venomous Eximus units.

Jade Light[]

JadeLightEximus

Jade Light Eximus

Jade Light Eximus release satellite lasers above up to 2 players that follow them for 8 seconds, dealing 30 DmgFireSmall64 Heat damage with 200% status chance every 0.5 seconds. Heat procs have a 2 second duration.

Sequential hits by the laser deal double the damage of the previous hit. For example, getting hit by three ticks of the laser in a row will cause the first hit to deal 30 damage, the second 60 damage, and the third 120 damage, totaling 210 damage. The laser can be destroyed by shooting the top of the beam or by killing the Eximus. When the laser is channeled on top of you, it will disappear if you inflict a DmgRadiationSmall64 Radiation proc (without Overguard) on the Eximus.

For some unknown reason, immunities like Valkyr's Hysteria will break after being under a Jade Light for a certain amount of time.

Special Eximus Types[]

Prosecutors[]

ToxicProsecutor

Toxic Prosecutor

Main article: Prosecutor

Unique to Guardsmen, these variants project an aura which grants resistance to nearly all damage types, but lowers resistance to their corresponding damage type. Unlike typical Eximus, Prosecutors have 10x base Health rather than Overguard.

Warden Eximus[]

CorpusWardenEximus

Corpus Warden Eximus

Main article: Warden

Unique to Wardens, these variants possess life leech and increased movement speed. Unlike typical Eximus, Warden Eximus have +1 base Health rather than Overguard.

Unit/Eximus Compatibilities[]

This section is transcluded from Eximus/Compatibilities . To change it, please edit the transcluded page.
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Murmur enemies

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous
Arid Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Arid Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Arid Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Arid Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Arid Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Arid Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Bailiff ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Ballista ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Bombard ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Commander ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Ballista ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Elite Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Scorpion ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Drekar Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Elite Arid Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Elite Frontier Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Elite Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Elite Shield Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Frontier Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Grineer Warden Unique
Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Ballista ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Bombard ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Elite Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Flameblade ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Napalm ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Powerclaw ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Roller ✔️ ✔️ ✔️ ✔️
Kuva Scorch ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Scorpion ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Shield Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Kuva Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Manic Bombard ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Napalm ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Nox ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Powerfist ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Prosecutor Unique
Roller ✔️ ✔️ ✔️ ✔️
Scorch ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Scorpion ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Sensor Regulator ✔️ ✔️
Shield Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Ballista ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Bombard ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Elite Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Eviscerator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Flameblade ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Hellion ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Napalm ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Predator ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Seeker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Shield Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tusk Trooper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous
Amalgam Alkonost ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam Heqet ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam Kucumatz ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam Machinist ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Amalgam Satyr ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Anti MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Attack Drone ✔️ ✔️ ✔️ ✔️ ✔️
Corpus Tech ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corpus Warden Unique
Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Detron Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Elite Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Fusion MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Jackal ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Dera MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Disc MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Elite Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Fog Comba ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Geminex MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Glaxion MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Jactus Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Juno Malleus Machinist ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Nul Comba ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Nullifier Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Sap Comba ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Shield Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Juno Slo Comba ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Sniper Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Juno Tech ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Leech Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Mine Osprey ✔️ ✔️ ✔️ ✔️ ✔️
MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Nullifier Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Prod Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Railgun MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Sapping Osprey ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Scavenger Drone ✔️ ✔️ ✔️ ✔️ ✔️
Shield Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Shockwave MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Sniper Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Attack Drone ✔️ ✔️ ✔️ ✔️ ✔️
Terra Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Elite Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Elite Embattor MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Elite Overtaker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Elite Provisor ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Elite Trencher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Embattor MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Manker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Overtaker ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Plasmor Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Provisor ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Shield Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Terra Shockwave MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Sniper Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Terra Trencher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Anti MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Detron Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Detron Ranger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Elite Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Elite Ranger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Fusion MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Nullifier ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Nullifier Ranger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Prod Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Railgun MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Sapping Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Shield Osprey ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Sniper Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Sniper Ranger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Tech ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Vapos Tech Ranger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Enemy Arson Frozen Guardian Bioelectric Sanguine Parasitic Volatile Venomous
Ancient Disruptor ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Ancient Healer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Basal Diploid ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Boiler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Brood Mother ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Carrion Charger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Charger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Crawler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Ancient Healer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Brood Mother ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Carnis ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Charger ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Juggernaut ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Jugulus ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Leaper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Leaping Thrasher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Runner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Saxum ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Swarm Mutalist MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Deimos Venin Mutalist ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Electric Crawler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Feral Diploid ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Leaper ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Lobber Crawler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Mitosid ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Nauseous Crawler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Swarm Mutalist MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Tar Mutalist MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Toxic Ancient ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Toxic Crawler ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Enemy Arson Arctic Guardian Shock/Bioelectric Leech/Sanguine Energy Leech/Parasitic Blitz/Volatile Venomous
Corrupted Ancient ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Bombard ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Butcher ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Crewman ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Heavy Gunner ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Lancer ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted MOA ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Nullifier ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Corrupted Warden Unique
Orokin Drone ✔️ ✔️
Orokin Spectator ✔️ ✔️ ✔️ ✔️ ✔️

Sentients have no known Eximus variants.

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous

Archwing[]

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous
Dargyn ✔️ ✔️ ✔️
Dreg ✔️ ✔️ ✔️
Hellion Dargyn ✔️ ✔️ ✔️
Lancer Dreg ✔️ ✔️ ✔️
Shield Dargyn ✔️ ✔️ ✔️
Shield-Hellion Dargyn ✔️ ✔️ ✔️

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous
Attack Drone ✔️ ✔️ ✔️
Corvette ✔️ ✔️ ✔️
Frigate ✔️ ✔️ ✔️
Penta Ranger ✔️ ✔️ ✔️
Quanta Ranger ✔️ ✔️ ✔️
Ranger ✔️ ✔️ ✔️

Enemy Scaling[]

As mentioned, all fundamental stats scale by the above formula structure and common features apply. A standardized graph is shown for each stat. When comparing the graphs, the different Y-axis scaling has to be considered. As of Update 27.2 (2020-03-05) health, shield, and armor scaling follow an "S"-like curve, where below a universal level range these stats grow quickly, and above this range, the stats grow slower and begin to plateau.

StatScaling

Showing scaling of health, shields, and armor between level 1-200. Note that shield scaling will surpass health above level 2025.

EximusStatScaling

Showing scaling of Eximus health, shields, and armor between level 1-200.

Health, shields, armor scaling formulae use two main functions to determine stat scaling at a particular level. One function is used when enemy level difference is below 70 and the other when enemy level difference is above 80. A common feature between the functions used is that they intersect at x=80. In other words, they produce the same value when the enemy level difference is 80.

Stat scaling between 70-80 inclusive is interpolated from the two functions using smoothstep.

Finding out transition percentage from 70 to 80
Smoothstep transitioning between functions

Note that while the growth at early levels is normally referred to as exponential by the community, it is actually a power growth of the form xn, which is an order less than exponential growth (i.e. xn ∈ O(nx) v. nx ∉ O(xn)).

Note that the following health, shield, armor, and overguard scaling formulae are derived from in-game testing and have not been confirmed or denied valid by Digital Extremes at this time. The accuracy of the following information is still under review.

Health[]

For health, the ranges of level differences from base to current level at which scaling transitions is between 70 & 80.

Grineer[]

The formula by which Grineer health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Corpus[]

The formula by which Corpus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Infested[]

The formula by which Infested health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Corrupted[]

The formula by which Corrupted health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Murmur, Sentient, and Unaffiliated[]

The formula by which enemy health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Eximus[]

Eximus health scaling is the same across all factions

The formula by which eximus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

In addition, the base health is also increased between certain breakpoints:

  • Between level differences 0 inclusive and 15 inclusive, base health stays the same as listed in the Codex.
  • Between level differences 15 exclusive and 25 inclusive, base health is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base health).
  • Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base health).
  • Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base health).
  • Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base health).
  • Above level difference of 100, base health will stay +500% (6x) of its Codex value.
Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
HealthScaling

Current health scaling at Base Level = 1.

Shields[]

For shields, the ranges of level differences at which scaling transitions is between 70 & 80.

Corpus[]

The formula by which Corpus shields scale is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Corrupted[]

The formula by which Corrupted shields scale is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Eximus[]

Eximus shield scaling is the same across all factions

The formula by which eximus shield scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

In addition, the base shield is also increased between certain breakpoints:

  • Between level differences 0 inclusive and 15 inclusive, base shields stays the same as listed in the Codex.
  • Between level differences 15 exclusive and 25 inclusive, base shields is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base shields).
  • Between level differences 25 exclusive and 35 inclusive, base shields is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base shields).
  • Between level differences 35 exclusive and 50 inclusive, base shields is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base shields).
  • Between level differences 50 exclusive and 100 inclusive, base shields is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base shields).
  • Above level difference of 100, base shields will stay +500% (6x) of its Codex value.
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.
ShieldScaling

Current shield scaling at Base Level = 1.

Armor[]

For armor, the ranges of level differences at which scaling transitions is between 70 & 80. The formula by which enemy armor scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.
ArmorScaling

Current armor scaling at Base Level = 1.

Overguard[]

Overguard is a unique health buffer to Eximus, though normal units can get overguard in unique situations (like after a Overguard Exodamper is destroyed during Void Armageddon).[1]

When Current Level - Base Level < 45
When Current Level - Base Level > 50

Stat scaling between 45-50 inclusive is interpolated from the two functions using smoothstep.

Finding out transition percentage from 45 to 50
Smoothstep transitioning between functions
Where the Overguard Multiplier is the value that multiplies an enemy's base overguard to its current overguard.
EximusOverguardScaling

Current overguard scaling at Base Level = 1.

Damage[]

The formula by which enemy damage scales is as follows:

DamageScaling

Current damage scaling at Base Level = 1.

Affinity[]

The formula by which enemy affinity scales is as follows:

Note that this is a special case: for the affinity scaling, base level is not subtracted from the current level. The base affinity multiplied by the Affinity Multiplier value is also rounded down to a whole number, e.g. 62.7 affinity will be rounded down to 62.

AffinityScaling

Current affinity scaling.

Notes[]

  • Archwing, Warden, and Prosecutor Eximus are exempt from Overguard.
  • Orokin Drones and Grineer Sensor Regulators can only become Energy Leech or Leech Eximus.
  • A maximum of 5 Eximus can appear simultaneously. This limit is removed in Sortie Eximus Strongholds.
  • Any Hound with Mod TT 20px Null Audit equipped will be able to copy an Eximus's ability use it for themselves for a set duration, benefiting their master by proxy. It also damages their Overguard by 50%.
  • BansheeIcon272 Banshee's Silence130xWhite Silence can disable Eximus special abilities. However, Guardian's damage reduction and Arctic's slow cannot be disabled.
  • Eximus special abilities bypass LimboIcon272 Limbo's Rift Plane. However, their gunfire still behaves normally, being incapable of crossing planes and disabled by Stasis130xWhite Stasis.
  • The special abilities of Tenno-aligned Eximus are colored bluish-white. However, allied Eximus still possess their respective colored auras around their bodies.
  • Eximus units also appear in the Codex since Update 13.0 (2014-04-09), separate from their normal entry. They are classified according to their unit type (i.e. Lancer Eximus rather than Arson Eximus), with all possible leader variations of that particular unit being available within their entry.
    • When scanning for Eximus, one scan counts as their Unit type, not their Eximus type. For example, scanning 3 Lancer Arson Eximus and 3 Lancer Arctic Eximus counts as 6 scans out of 20 in the Lancer Eximus entry. It is thus unnecessary to scan each Eximus type individually.
  • Eximus enemies under MindControl130xWhite Mind Control will focus their attacks on enemies instead. They will still be able to use abilities unique to certain Eximus variants, but these will not damage allies during the power duration. Overguard must be disabled before the player can Mind Control an Eximus unit however.
  • Eximus units can be resurrected with ShadowsOfTheDead130xWhite Shadows of the Dead, allowing the stacking of multiple Eximus collected consecutively by NekrosIcon272 Nekros.
    • Eximus Shadows will still drain health even if they have Overguard remaining.
  • Certain Eximus will lose their aura (typically ones that place effects in-world like the Arson and Energy Leech) when disarmed by the Halikar. This includes Osprey Eximus despite some lacking weapons.
  • All Eximus units (barring flying units and Infested Eximus) Have unique voices specific to each eximus type, and can be identified easily by their unique roar when casting their respective ability, allowing their type to be determined by sound alone. (For example a Grineer Arson Eximus will roar differently than a Grineer Arctic Eximus).

Tips[]

  • Although immune to crowd control effects via Overguard, the Eximus's allies remain vulnerable and thus isolate the high priority enemy.
  • Because the Overguard essentially acts as health gating for Eximus, and the fact Overguard blocks sleep effects (ie RestRage130xWhite Rest & Rage), gaining experience or Focus through stealth Exterminate missions is much more difficult. Players are advised to either ignore Eximus units entirely (Ivara Or Baruuk) or take the experience hit and kill them normally (Banshee or Equinox). This results in a minor loss in total experience compared to before the Eximus Overguard mechanic.
  • Another way to circumvent this mechanic is to use Ivara's sleep after taking down the overguard as it resets alert level after the duration is over, letting you maintain your stealth multiplier and getting enormous amounts of affinity for a single eximus kill (A Sedna/Adaro eximus unit will for example give over 80k affinity in a single kill with 5x stealth multiplier and an affinity booster)

Trivia[]

  • According to the Nightwave task Eximus Executioner (Kill x Eximus), the plural of Eximus is Eximus.
  • Before Update 13.0 (2014-04-09), most Eximus had different prefixes; Blitz used to be called Blast; Arson used to be called Fire; Arctic used to be called Ice; Leech used to be called Lifesteal; and Shock used to be called Mag.
    • For that matter, Shock Eximus used to emit a DmgMagneticSmall64 Magnetic aura, draining the energy and shields of any Warframe that got too close. This feature was rendered inert from the Cold Revenge Tactical Alert to Hotfix 18.5.1 (2016-03-04), before the developers changed the aura to DmgElectricitySmall64 Electricity instead.
  • Before Update 13.0 (2014-04-09), Eximus were referred to as Leader units.
  • Up until Update 13.0 (2014-04-09), The Sergeant could spawn as an Eximus, quadrupling his affinity and greatly increasing his health.
  • According to Digital Extremes[citation needed] , Eximus are the result of the following:
    • Corpus Eximus Crewmen are members of the elite who are bestowed specially-designed suits, whereas MOA and Osprey Eximus are produced on a regular basis.
    • Grineer (barring Rollers) and Infested Eximus are the products of genetic mutation, though in the case of the Infested, the genes that contain said mutations are present in the DNA of all known Infested, suggesting that some form of gene expression regulation is in effect.
      • Although no explanation was given for Roller Eximus, it's likely they are produced much like MOA and Osprey Eximus.
    • IconOrokinOn Corrupted Eximus are simply corrupted and possessed versions of the above units, respectively.

Bugs[]

  • Some Eximus units require the same amount of Codex scans as their original variant to complete their entry, as opposed to only requiring three Codex scans. This usually occurs when new enemies are put into the game and is usually fixed shortly afterward.
  • Some Eximus units have a visual bug that renders their texture wrongly. This can most notably be seen on Elite Crewmen Eximus, Terra Sniper Crewmen, and Terra Mankers.

Media[]

Patch History[]

Hotfix 36.0.5 (2024-07-20)

  • Fixed Jade Light Eximus targeting players with their Jade Light ability before they had been engaged in combat.

Hotfix 36.0.4 (2024-06-26)

  • Toned down the hit VFX when attacking the top of the Jade Light Eximus beam.
  • Fixed a random Eximus enemy spawning in the final cinematic in the Jade Shadows Quest.

Hotfix 36.0.3 (2024-06-20)

  • Fixed Jade Light Eximus’ light beam attack doing significantly more damage after Hotfix 36.0.2.

Hotfix 36.0.1 (2024-06-19)

  • Fixed the Jade Light Eximus’ beam attack bypassing Revenant’s Mesmer Skin.
  • Fixed Jade Light Enemies appearing during the final cinematic of the Jade Shadows Quest.
  • Fixed a script error with Jade Light Eximus enemies.

Update 36.0 (2024-06-18)

NEW EXIMUS UNIT: JADE LIGHT EXIMUS

Introducing a new Eximus Type: Jade Light Eximus.

Players will find them in all missions where Eximus spawn, where they will face the threat of Jade Light on the battlefield.

These new foes will target up to 2 players, and will summon a beam of Jade Light that follows them and deals increasing damage the longer you are in contact with it. Players can either avoid the Jade Light until it dissipates (~8 seconds) or attempt to destroy the beam by shooting at the top of it — or kill the Eximus unit itself, of course. Once a Jade Light is summoned, the Eximus' Ability will go on a short cooldown before another can be cast.

Update 35.5 (2024-03-27)

  • The following Eximus Units will now inherit the abilities/attacks of their base unit:
    • Ancient - grapple player and pull them in
    • Scorpion - grapple player and pull them in
    • Flameblade - teleport
    • Brood Mother - spawn Maggots
    • Heavy Gunner - ground slam
    • Shockwave Moa - shockwave
    • Comba - magnetic attack
    • Sniper Crewman - spawn Ratels
  • Fixed Arctic Eximus creating a brief map-wide slow upon spawning.
  • Fixed performance issues caused by Eximus enemies taking up most of a player’s screen.
    • Now their Eximus FX will fade out when seen up close to address this issue!

Update 35.0 (2023-12-13)

  • Cobra and Crane’s passive interaction with Baruuk (the first strike of this weapon will put enemies to sleep) now respects enemy CC immunity (Eximus, Overguard, etc.).
  • Fixed Parazon getting equipped in hand after Mercy-killing an Eximus enemy while auto-meleeing.
  • Fixed Xaku’s Grasp of Lohk weapons being able to hit enemies inside of the Arctic and Guardian Eximus’ protective bubbles.

Update 33.6 (2023-07-27)

  • Blitz Eximus will no longer target Defense Targets with their shockwave attack, but the Defense Target can still be injured by it if hit.
  • Fixed Eximus in the Undercroft, Simulacrum, and Sanctuary Onslaught not dropping their guaranteed ammo.

Update 33.0 (2023-04-26)

  • Fixed Corrupted Lancer Eximus units not casting their abilities.
    • Note that their Specter versions were unaffected.

Hotfix 32.3.5 (2023-02-28)

  • Fixed script error related to Shock Eximus dying.

Hotfix 32.2.10 (2023-01-18)

  • Fixed the Tusk Hellion Arson, Blitz, Shock, and Arctic Eximus units not using their abilities.

Hotfix 32.2.5 (2022-12-14)

  • Fixed Eximus enemies not dropping Health and Energy Orbs in Sanctuary Onslaught missions.
  • Fixed Eximus enemies not contributing towards the Efficiency score in Sanctuary Onslaught missions.

Update 32.2 (2022-11-30)

EXIMUS CHANGES

The following Eximus changes are a follow up to their rework, Eximus Reborn, that launched in Update 31.5: Angels of the Zariman. In that update, Eximus saw an improvement to their mechanic readability and were given consistent Heath/Energy Orbs drops and guaranteed ammo drops. Ultimately these changes made them a clear priority objective and turned them from a threat into an opportunity for players seeking those useful drops. Since then, we have identified where Eximus units are requiring some more tweaks in light of the previous rework: Spawn Logic and Base Health.

Eximus Spawn Logic Changes:
After the rework, we found that Eximus spawns were at times, too unreliable. In some missions, Eximus would not spawn until the 5 minute mark; in others, these enemies would appear earlier and with increasing frequency. While there will still be some variations in-place due to mission type and level, we want to rectify some inconsistencies for the appearance rates of these foes.

  • Unified the overall Eximus spawn experience across missions by changing their minimum spawn time down to 60 seconds, and unified the ramp up of spawn rates across all game modes.
  • Increased Eximus spawn chance by 20% across all game modes.
    • The overall increase of spawn chance was made in an effort to make encounters with Eximus more consistent and reliable. This is quite a large encompassing change, so we look forward to your constructive feedback!

Eximus Base Health Changes:
The introduction of Overguard on Eximus units was introduced as a means to make them feel more formidable and encourage concentrated firepower. We did, however, find that once an Eximus’ Overguard protection was removed, they didn’t survive long after. Which ultimately made Mercy kills difficult to obtain since they were dying before the opportunity could present itself. That said, to improve the chances of a Mercy kill along with also maintaining Eximus as a threat after their Overguard is removed we did the following:

  • Increased a portion of their base Health so that they have a bigger Health pool (Overguard remains unchanged, Health only).
    • It is difficult to provide an exact global percent increase since different units scale in different ways, but you should expect to see them have around 30% more total Health.
  • Increased Health threshold for Mercy kills on Eximus.
    • Before they needed to be below 40% Health to be Mercy killed, now that is doubled, so under 80% Health is enough to Mercy kill them.

Hotfix 32.0.3 (2022-09-14)

  • Updated the Overguard depletion sound FX on Eximus units.

Update 32.0 (2022-09-07)

Eximus will now have a guaranteed drop of either Primary OR Secondary Ammo in addition to existing base enemy ammo drops.
  • Increased the chance of a Riven Sliver dropping from Eximus Units.
    • Steel Path Eximus: changed from 1% to 2% drop chance
    • Regular Eximus: changed from 0.5% to 2% drop chance
      • Note that Riven Slivers still only have a chance to drop from Eximus level 30 and over
GENERAL CHANGES:
  • Added sound FX to Eximus when their Overguard shields are depleted.
  • Slightly increased the Eximus Nox Helmet armor.

Hotfix 31.7.2 (2022-08-17)

  • Adjusted textures of Orokin Heavy Gunner Arctic Eximus so it doesn't use Blitz Eximus textures.

Hotfix 31.6.2 (2022-06-15)

Hotfix 31.6.1 (2022-06-09)

  • Fixed Eximus enemies not dropping their guaranteed Energy and 2x Health Orbs on death in Sanctuary Onslaught.
  • Fixed Eximus enemies not dropping their guaranteed Energy and 2x Orbs in the Simulacrum.
  • Fixed Sanctuary Onslaught occasionally spawning an extra Eximus that didn’t contribute to Efficiency when killed.

Update 31.6 (2022-06-09)

  • Blitz Eximus damage is now more consistent:
    • Now will only take 1 instance of damage per wave. Previously you could get knocked back into more explosions to take multiple subsequent hits.
  • Eximus units no longer spawn at a higher level than the mission level.
    • Eximus spawning at increasingly higher levels felt unnecessary with the introduction of Overguard.
  • Killed Eximus units now drop a guaranteed Energy Orb and 2 Health Orbs.
    • There is a known bug that this currently doesn’t apply to the Eximus units found in Onslaught game types
  • Fixed Arson Eximus blast attacks not hitting through Limbo’s Rift.
  • Fixed Baruuk being unable to damage Eximus units with his Serene Storm waves.

Hotfix 31.5.10.1 (2022-05-17)

  • Changed the Carrion Charger “Energy Leech” Eximus variant name to “Parasitic Eximus”.
  • Fixed the Arctic Eximus name and description not localizing properly.

Hotfix 31.5.10 (2022-05-17)

  • Orokin Drone Eximus units can now only spawn as either Energy Leech or Health Leech.
    • Essentially, this is the same change that was made to Grineer Sensor Regulator Eximus in Hotfix 31.5.8. The drones are unable to animate the other Eximus functions, which was making it difficult/impossible to telegraph their attacks. This change also adds proper Eximus ability functionality to the drones.

Hotfix 31.5.8 (2022-05-11)

  • Grineer Sensor Regulator Eximus (the drones from Grineer Sealab Spy mission) will only spawn as Energy Leech and Health Leech.
    • They are unable to animate the other Eximus functions, which was making it difficult/impossible to telegraph their attacks.
    • Also fixed their Eximus abilities to actually function.
  • Fixed script error related to Leech/Sanguine Eximus zones.

Hotfix 31.5.7 (2022-05-06)

  • Follow up changes to the scaling spawn cap to Eximus units in Endless mission types change that went live yesterday in Hotfix 31.5.6:
    • Increased the Eximus cap in Sortie Survival missions to 5 max simultaneous Eximus. It is also no longer scaled by squad size (was between 2 and 4 depending on squad size).
  • Health and Energy Leech Eximus units will no longer create their leeching zones to attack players they cannot see
    • This was allowing them to attack through objects, now they will only create their leeching zones when they can see the target they are trying to attack. Note that they will still try to predict your movement if they catch a glimpse of you!

Hotfix 31.5.6 (2022-05-04)

  • Added a cap to the number of Eximus units that can spawn in Endless mission types (this includes Survival, Void Flood, Void Armageddon, Void Cascade, Disruption, Zealoid Prelate, The Deadlock Protocol quest, and Rising Tide quest).
    • Previously, it was uncapped with a low spawn rate. Now it scales by squad size to take into account solo players vs. squads.
  • Fixed some duplicated Blitz/Volatile Eximus effects on Clients.

Hotfix 31.5.5 (2022-05-03)

  • Fixed Energy Leech Eximus hazard FX and sound not working properly for Clients.

Hotfix 31.5.4 (2022-05-02)

  • Reduced the number of Eximus spawns in the Mastery Rank 27 test.
    • With the Eximus changes in the Angels of the Zariman update, the test was reported to be rather difficult to complete.
  • Slightly increased the Riven Sliver drop chance from Eximus units in non-Steel Path missions.
  • Friendly Energy Leech Eximus now provides a small amount of Energy regeneration (3/s for 3s) to players within 25m when they hit enemies. Time to dust off those Roller Specters, Tenno!
  • Orokin Drones Eximus units will now only choose between Health Leech and Energy Leech Eximus variants.
    • These units do not have attack animations, and therefore made it impossible to telegraph their Eximus powered attacks.
  • Fixed Energy Leech Eximus doing double the effect on Clients.
  • Fixed "Heavy Unit incoming" Eximus transmission not respecting the ‘Disable Hint Transmission’ setting.

Hotfix 31.5.2 (2022-04-28)

Eximus Rewards & Palladino Changes:

After reviewing Community feedback to the Eximus Unit reward changes in Update 31.5.0, we’ve made some further changes, specifically to the Credit drop. The amount of Credits dropped for high level Eximus Units due to the scaling amount changes weren’t hitting the mark for veteran players who play at that level. We don’t want to remove Credits altogether as new players will find these useful in their journey.

As a result, Eximus Units now drop 500-750 Credits that no longer scale with level. Non-Steel Path Eximus Units level 30+ now have a chance to drop a Riven Sliver, granted at a smaller chance than their Steel Path counterpart to not diminish their value.

As a result of the above changes, Palladino’s Offerings have grown to provide more purchase options for your Riven Slivers, given that you’ll receive more with the above changes.

New to Palladino’s Weekly Offerings:

  • Additional Veiled Riven
  • 35K Kuva Bundle
  • 150K Credit bundle
    • For those who appreciated the bigger Credit drop from Eximus Units you can now choose to use your Riven Slivers here.

Please note that the per week reset also applies to these Offerings.

Additionally, we’ve temporarily removed the “Tax the Taxmen” requirement from the Zariman Bounty rotation due to the prior Eximus Credit drop boon making it possible for a majority of players. We’re looking to change this to a “Kill X Eximus Units” challenge instead in the near future.

Fixes:
  • Fixed script error related to the Shock Eximus.

Hotfix 31.5.1 (2022-04-27)

  • Fixed Venomous Eximus’ abilities being affected by Limbo’s Rift.
  • Fixed the Shock Orbs from the Shock / Bio-Electric Eximus not zapping if you have a Sentinel.
  • Fixed the Shock Orbs from the Shock / Bio-Electric Eximus getting cut out if enemies are around.

Update 31.5 (2022-04-27)

EXIMUS REBORN

We have reworked one of our oldest foes in the game: Eximus units! Introduced in Update 12, Eximus units were added as ‘Enemy Leaders,’ meant to bolster their allies with improved stats and support abilities. While that core design intention still rings true, we felt it was time they were given a refresh to bring them up to speed both in terms of their gameplay and their appearance in-game. Dress for success, especially when you’re a top enemy in the field.

We’ve also put together a handy Dev Workshop video that provides a broad overview of the changes listed here: https://www.youtube.com/watch?v=OS4f5tn6vb8

The main objective of this Eximus Rework is to make them stand out more in battle, both in how they function and in how formidable they are to face against. We aim to achieve this in 2 ways:

  1. Amplify their threat with increased time-to-kill - accompanied with justifying rewards!
  2. Enhancing their visual and mechanical functions to be more identifiable in combat.

These two shifts for Eximus units should make them more challenging to kill, but also make their specific threats easier to identify, giving players a more tactical way to evade them.

To amplify the Eximus threat and increase the time-to-kill we’ve made tweaks to their:

  • Warframe power resistances - which we are calling Overguard
  • Health, Shield, & Armor scaling

Currently, the different Eximus types have slightly different resistances and combat advantages. For instance, Arson Eximus will reduce Fire Damage taken; Leech Eximus will add extra Puncture Damage to its damage dealt. These stat changes are invisible to a player and don’t really have any noticeable impact on gameplay. Instead of keeping unique but forgettable specific resistances to Eximus units, we’re adding a new universal type of Eximus resistance and tweaking the way their Health, Shields & Armor scale across the board to turn them into more formidable adversaries.

Warframe Power Resistance: Introducing Overguard

Eximus units now have a new kind of defense called Overguard, which is a new Health pool on top of their regular stats that a) must be removed before players can take down their Health/Shields, and b) offers additional immunities to the Eximus, making them a priority target in-missions.

While Overguard is active, it will keep Eximus units immune to Warframe crowd control abilities and anything that will stagger, knockdown, stun, mind control, ragdoll, and blind. Additionally, Overguarded enemies will be unaffected by Radiation Status Effects and will be susceptible to a maximum of 4 Cold Status Effects at one time. However, Overguard is particularly susceptible to Void damage (including Xaku’s Xata’s Whisper), which will overall improve the flow and synergy between Warframe and Operator combat flow when engaging with Eximus units. This will encourage you to engage with them more interactively as opposed to easily overpowering them with abilities alone. It should shift the focus of fighting Eximus units to using a mixture of weapons and teamwork, and make Eximus units feel like more of a true threat to Warframes.

Overguard is an additive amount independent of Enemies Health/Shield scaling, and is indicated with a bar overtop of their existing Health/Shields. With the goal of making Eximus units more consistent in terms of difficulty, Overguard will scale by level but will be the same amount across all Eximus enemy types.

Once an Eximus has their Overguard taken out, they will be fully susceptible to crowd control abilities. Once taken out, Overguard does not regenerate! An important note for Hound Companions Null Audit functionality: Hounds will now copy Eximus Auras, as opposed to stealing. If an Eximus with active Overguard is struck by a Hound wielding a copied Eximus ability, they will strip the Eximus’ Overguard by 50%.

Overguard was introduced as a means to make Eximus units feel more formidable, while also providing Tenno a way to crush their defenses with some solid teamwork and concentrated firepower.

With the addition of Overguard, we’ve updated the scope of which abilities are considered to be crowd control. Note that these abilities will still do their intended damage -- it is only the crowd-control effect of the abilities that won’t apply while Overguard is present.

  • Sevagoth’s Gloom
  • Chroma’s Effigy: Sentry
  • Xaku’s The Lost
    • Gaze
    • Deny
      • If Overguard is active, enemies will not be put into aerial Stasis
    • Accuse
      • No longer changes faction of enemies if immune to Mind Control, such as when Overguard is active
    • Note: These changes to The Lost also apply to other Crowd Control Immune enemies
  • Garuda’s Seeking Talons
  • Mirage’s Sleight of Hand
  • Mirage’s Prism
  • Khora’s Ensnare
  • Volt’s Discharge
  • Baruuk’s Lull
  • Harrow’s Condemn
  • Excalibur’s Radial Blind
  • Ivara’s Quiver: Sleep arrow
  • Revenant’s Reave
  • Revenant’s Mesmer Skin
  • Inaros’ Desiccation
  • Yareli’s Sea Snares
  • Limbo's Banish
    • Eximus ignore the knockdown effect of Banish while Overguard is active, however they can still be sent to the Rift plane regardless of Overguard
  • Limbo’s Stasis

Keep in mind that this list is not exhaustive to all Warframe abilities that Overguard is resistant to, simply ones that we are now considering Crowd Control as of this update.

Limbo’s Rift & Eximus

Limbo can still send Eximus to the Rift plane where their damage will be avoided, but Eximus Abilities will now ignore the Rift plane.

  • Originally the Workshop listed ‘Limbo's Rift & Cataclysm’ to now be considered CC, but this was not an accurate description. Limbo can still send Eximus to the Rift plane while Overguard is active.

Overguard: Banshee's Silence

Banshee's Silence will now negate any active Eximus abilities and prevent any Eximus abilities from being cast while it is active. Guardian Eximus Shields (and their AOE resistance), Toxin Clouds from Venomous Eximus, or the Arctic Dome from the Arctic Eximus will all be disabled.

  • Note: the friendly 90% damage reduction Aura from Guardian Eximus, and the Arctic Eximus slow aura will not be disabled by Silence (This may be subject to change!)

Overguard: Ancient Healers

Currently, Ancient Healers provide a 90% damage reduction to their allies in range and increased resistance to crowd control abilities. Visually, this is only indicated by a pulsing glow on buffed enemies in range. This is often confusing if you don’t already know that the crowd control resistance and damage reduction is being applied from Ancient Healers.

We have changed Ancient Healers to provide allies in range with Overguard that is applied at 9x their overall Health. This value simply matches the current level of damage reduction and crowd control resistance provided by Ancient Healers, but with Overguard it will now provide a clear visual indicator that the enemies are being boosted by their Ancient ally!

Overguard can be taken out on enemies bolstered by Ancient Healers through a few different ways:

  • Dealing damage to Overguard
  • Killing the Ancient Healer providing Overguard
  • Drawing them out of range from the Ancient Healer
    • Currently, any enemy that receives an Overguard buff from an Ancient Healer is one time only, they cannot receive Overguard again when back in range or from a new enemy Healer.

Unlike Ancient Healer Eximus, non-Eximus Ancient Healers provide Overguard to allies in range but do not have it themselves. Overguard from Ancient Healers will not apply and stack with innate Eximus Overguard. Also, friendly Ancient Healers (such as Specters) will not be providing Overguard on players in this rework, but this functionality may come in a future update!

Health, Shield & Armor scaling

Health, Shields, and Armor for Eximus now all scale faster at higher levels up to a point, where it eventually flattens out and doesn’t scale exponentially, giving them a boost to their overall tankiness. Our intent here is to give a slight boost to enemies like Butchers more than Heavy Gunners, and to make difficulty more consistent across enemy types. A Heavy Gunner will still be tougher than a Butcher might be, but the gap between the two will be much closer than if it was affected by a traditional flat multiplier. Across the board, this should make the difficulty of any given Eximus more consistent regardless of enemy type. Note these changes are only for Eximus units, their regular counterparts will retain the same scaling tech.

Armor will also have a similar method of scaling, by boosting low-armored enemies more than high-armored enemies it will help close that difficulty gap between enemy types. For enemies without Armor, they will get additional Health and Shields outside of the regular Eximus scaling to compensate.

As a result, Eximus overall should feel beefier, scale faster at a higher level, and be more consistent across different enemy types.

Visual & Mechanical Enhancements:

We also want to make Eximus stand out more, so we gave unique visual identifiers for each type of Eximus! They now each have their own blend of distinct audio and visual FX that will help you identify them more easily in combat, and also give you a better way to recognize their Eximus type and tactically evade their abilities. As a general note for Eximus, they will only spawn their Eximus effect once they’ve been alerted to combat. For those Tenno that prefer stealth gameplay, this is a great opportunity to get a stealth finisher on an unalerted Eximus to take them out before they pose a threat.

Supported Eximus Type per Faction:

We’ve made changes to widen the eligibility pool of certain Eximus types - all with supporting casting animations:

General Pool for all Factions: Arctic, Blitz, Energy Leech, Leech, and Shock
Corpus Specific: Guardian
Grineer Specific: Arson
Infested Specific: Venomous

Corrupted versions will use the same pools as their original faction (so Corrupted Ancients could use Venomous, and Corrupted Lancer could use Arson). Additionally, Roller Eximus will now be available as only Energy Leech or Health Leech Eximus due to gameplay functionality.

Archwing Eximus

Archwing Eximus units will not receive Overguard. It is mainly being excluded because Archwing combat is more limited in the ways that you’d be able to take out Overguard. Archwing gear itself does slightly less damage than its ground counterpart and has a smaller pool of crowd control abilities. Overall, we believe it to be a better fit to simply update the Eximus abilities and effects, but leave Overguard for the ground Eximus.

New Eximus Mercy Functionality

As a part of the Eximus Rework, we have also updated the condition to Mercy Kill certain Eximus that did not have this in the past!

Here is a list of the new Eximus types that can be finished with Mercy Kills:

  • Mutalist MOA’s
  • Amalgam MOA’s
  • Deimos Carnis
  • Crawlers
  • Nox
  • Embattor MOA’s
  • Amalgam Heqit
  • Amalgam Machinist

In addition, we have fixed all Crawler Eximus units so they can now cast their respective Eximus abilities! Watch out for your toes, Tenno.

Below is a list of each Eximus type and a comparison of their current vs reworked versions:

BLITZ / VOLATILE

Was
A Seismic Shockwave knockdown with short range.

NEW
Blitz Eximus units now summon a frontal chain Blast attack by slamming their fist into the ground, applying a knockdown and Blast Status Effect. This Blast attack is signaled by an audio cue and FX of the oncoming Blast erupting from below.

Visual Changes
Blitz Eximus units are now covered in crackling energy, with the addition of small staggered explosions coming from their limbs.

ENERGY LEECH / PARASITIC

Was
An invisible aura that drains Energy over time.

NEW
Energy Leech and Parasitic Eximus units now periodically spawn an Energy Leech Zone near the player. The Energy Leech Zone is detonated within seconds, draining a large amount of Energy if not tactically avoided. This Zone is identified by an expanding energy zone and audible cue on placement & detonation.

Visual Changes
Energy Leech and Parasitic Eximus units now appear shrouded in Void-like energy, manifesting in short tendrils swirling from their body. The Energy Leech Zone spawns with a matching energy style and appearance before imploding in a burst.

ARSON / CAUSTIC;

Was
A concussive Fire Blast attack that knockdowns and damages enemies caught in its wake.

NEW
Arson Eximus units maintain a Fire Blast attack, but you can now counter the Fire Blast by simply rolling through it to negate its oncoming effect. However, Damage is now higher along with a forced Heat Status Effect when struck.

Visual Changes
Arson Eximus units are now completely engulfed in roaring flames. They occasionally send out these deadly flames in all directions as a slow rolling burst. The Fire Blast attack has been visually refreshed to not only match the fire FX engulfing the Eximus unit, but also to represent a “roaring wave” of fire as opposed to a blinding wall.

GUARDIAN

Was
A radial shield charge pulse for allied enemies in range.

NEW
Guardian Eximus now provide significant damage reduction to its allies (your enemies!), which is indicated by a collection of smaller shields circling around them.The Guardian Eximus units have 3 rotating shields that fully block incoming damage on themselves, and also create a similar visual effect on nearby allies that applies a Damage Reduction buff on them. This damage reduction does not affect VIP enemies such as Demolysts, Capture targets, or Bosses, and does not stack with other friendly Guardian Eximus. However, it will affect other Eximus units within a range! Additionally, Guardian Eximus will only spawn their Shields when alerted. For the stealthy Tenno, sneak up on them and use a finisher before their defenses are up!

Important Note on Guardian Eximus related to AOE attacks:
Guardian eximus shields are immune to punch through, and Guardians have very high resistance to AOE damage for themself. Units protected by the Guardian's aura are not immune to punch through nor do they have any special resistance to AOE, just the generic 90% resistance to everything.

Visual Changes
Guardian Eximus units now exhibit 3 large blue rotating shields. These shields have visible gaps between them, offering multiple opportunity windows to shoot your foe. Allies with Overguard applied now display a simpler version of the shields with similar rendering but with a different shape to avoid confusion. The smaller shields on buffed allies do not physically block damage like their Eximus counterpart, but act as a visual indicator that Damage reduction is being applied.

Corpus Guardian Eximus exclusion: Ospreys
We are omitting Corpus Ospreys from Guardian Eximus eligibility for a couple reasons. With their impenetrable rotating shields, Guardian Eximus are more susceptible to melee attacks - which are far trickier to land on flying Ospreys. Similarly, Mercy attacks are one of the best ways to take down an Eximus, which can’t be executed on Ospreys. Simply put, we felt having Ospreys as Guardian Eximus felt too challenging without the familiar takedown tactics available.

ARCTIC / FROZEN

Was
A large protective globe of ice.

NEW
No changes.

Visual Changes
The globe does the job already!

LEECH / SANGUINE

Was
Life steal from player on damage, but this is negligible due to the scale of Player vs enemy Health.

NEW
Similar to their Energy counterparts, Leech Eximus now spawn Health Leech Zones which tick away at your Health shortly after spawning, healing nearby enemies. Players need to avoid the Zones to avoid the effect!

Visual Changes
Leech Eximus units glow red with a pulsing vortex of energy generated from its core. The Eximus sends out a small zone of the same energy which quickly pulses as it drains a portion of your Health. Killing the Eximus or downing it into a Mercy state will disrupt any active health leech zones.

SHOCK / BIO-ELECTRIC (new)

We have added a new Eximus variant by allowing Infested enemies to now become imbued with electric energy! Introducing: Bio-Electric Eximus, the newest Infested Eximus threatens to shock any Tenno to their senses if they fail to evade the Infested Eximus or their lethal homing electric orbs.

Was
A small electrical Damage Over Time area. This is difficult to notice until hit with an Electric Status Effect.

NEW
Shock Eximus/Bio-Electric Eximus spawn 3 electrical orbs that will hover in place for a few seconds, dealing increasing electrical damage around the Eximus before being released and homing in on the Player. The damage from these electrical orbs scale with level and deal sustained electric damage when chained to you, but no longer deal an Electric Status Effect. Killing the Eximus or putting it into a Mercy state will destroy any active Orbs.

Visual Changes
Shock Eximus have mini versions of the electrical orbs orbiting around them, while they also appear to be covered and crackling with electricity.

VENOMOUS

Was
A small Toxin area. Similar to shock Eximus, but Toxin damage is more lethal since it lingers on players.

NEW
Venomous Eximus units become surrounded by a swirling volume of Toxic gas upon being alerted. Coming into contact with the gas will inflict a Toxin Status Effect. Now, only enemy melee units can become venomous Eximus units. Stay clear of their impending noxious fumes!

Visual Changes
Venomous Eximus are tightly shrouded in toxic fumes. Upon being alerted, these fumes expand into a zone surrounding the Eximus in a deadly haze.

REWARDS

To accompany the increased threat from Eximus units, we’ve further boosted the Affinity gained from killing them by +200%. Additionally, Eximus units now drop Credits and Endo at an increased rate. This will consistently scale as well for their Steel Path counterparts on top of the usual rare chance of a Riven Sliver!

ADDITIONAL CONSIDERATIONS:

  • Considering Eximus enemies are now more formidable, that strength is amplified when encountering Eximus units in a pack. To help counter that in different parts of Warframe we’ve made the following changes:
    • There will be 50% less Eximus on ‘Eximus Stronghold’ Sortie conditions
    • Syndicate Death Squad/Platoon sizes have been reduced:
      • -1 of disfavor Squads reduced from 5-10 to 3-5
      • -2 of disfavor Platoons reduced from 10-15 to 5-7
        • We have increased the drop chance of Eximus Specter blueprints dropping from Syndicate Death Squads in light of the size reduction.
    • Additionally, we have greatly reduced the additional Health and Shields these Units receive
  • Syndicate Exmus Specters have also had their respective Eximus type updated: Here are the following Eximus Specters and Type:
    • Ancient Healer Eximus: Volatile
    • Charger Eximus: Venomous
    • MOA Eximus: Arctic
    • Corruper Lancer: Arson
    • Roller Eximus: Energy Leech
    • Shield Osprey Eximus: Shock
  • Warden Eximus units in Rescue missions have not received these new Eximus upgrades, to ensure they are just as easy to stealthily remove as before.

Caution Tenno, there’s a heavy unit approaching...

Update 31.1 (2022-02-09)

  • Fixed Guardian Eximus’ (and potentially other enemies) getting stuck in certain stairways in the Jupiter Gas City tileset.

Update 30.9 (2021-11-11)

  • Fixed using Launcher weapons in proximity of a Shock Eximus causing self-damage.

Update 30.3 (2021-05-25)

  • Eximus units will now drop from the drop tables twice: Once from the base enemy type table and once from the Eximus table.

Update 30.0 (2021-04-13)

  • Fixed Eximus enemies no longer having drops due to the recent move of Oberon & Ash Blueprints to Railjack.
    • For now, Eximus drop tables will reflect their normal variants. We’re experimenting with some other potential drop avenues and making improvements to Eximus overall on the heels of this change.

Hotfix 29.10.7 (2021-03-26)

  • Fixed a crash that could occur when leaving an Exiums' Aura.

Update 29.10 (2021-03-19)

  • Oberon have been added to Railjack rewards! Oberon Component Blueprints can be found in Grineer Railjack Point of Interest and Skirmish Bonus reward tables
    • We’ve permanently removed Oberon Blueprints from Eximus drop tables. We did this to connect Railjack to some more ‘core Warframe’ style rewards, and make their acquisition more straightforward for matchmaking purposes.

Update 29.8 (2021-02-11)

  • Fixed Moa Blitz Eximus playing humanoid animations when performing their blast ability, which looked pretty gross. They now will use a stomp!

Hotfix 29.6.1 (2020-12-18)

  • Fixed a crash related to Arson Eximus units.

Hotfix 27.0.9 (2020-01-09)

  • Fixed magnetic proc sound playing repeatedly on Shock Eximus Auras.

Hotfix 25.1.1 (2019-06-06)

  • Fixed most Auras not reacting to changes in Rift-Status:
    • Banishing an Eximus enemy will remove its Aura from enemies out of the Rift, eg: if you Banish a Venomous Eximus and stay out of the Rift it won't be able to hit you with its Toxin Aura, or if you Banish an Ancient Healer it won't be able to protect its allies left behind.

Update 24.6 (2019-04-04)

  • Reduced the visual thickness of the Arctic Eximus’ Snow Globe barrier.

Update 20.6 (2017-05-24)

  • 'Nekros' Shadows of the Dead can now summon Eximus units! This fixes the issue of Nekros being unable to summon Eximus units at all.

Hotfix 18.5.6 (2016-03-10)

  • Changed Shock Eximus auras to proc with Electric Damage instead of Magnetic. Now all 4 raw elements are represented in Eximus Units.

Update 12.0 (2014-02-05)

  • Introduced.

References[]

  1. chrookee (2022, May 2). [Confirmation needed]I did a little math on the Overguard, here is the result. Reddit. Accessed 2022-05-03. Archived from the original on 2022-05-03.

See Also[]


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