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Eximus since Update 31.5 (2022-04-27)

Eximus (version 1.0) are a category of special 'elite' variants of standard enemies introduced in Update 12.0 (2014-02-05) 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. Eximus units spawn 10-15 ranks higher than the rank average for the mission at hand, along with the highest increase in stats and resistances, posing a reasonable challenge for under-equipped or inexperienced Tenno.


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.

All Eximus units were given their own Codex log, essentially doubling the Codex library. Some factions may have only a certain type of Eximus that the others do not have, such as how Shock and Blitz Eximus are exclusive to Corpus units. Eximus units who spawn during The Steel Path missions also have a 2% chance to drop a Riven Sliver.

Upon death, Eximus units provide 450 - 500 additional base affinity gain of their regular counterparts, before calculated by their level differences. In addition, any Hound with Mod TT 20px Null Audit equipped will be able to steal an Eximus's aura and use it for themselves for a set duration, benefiting their master by proxy while the affected Eximus no longer has access to their abilities even after the duration expires.

Eximus Types[]

Blitz[]

CBShockEximus

Blitz Eximus shockwave ability

Defends itself with a radial Blast Attack.

Blitz Eximus units are capable of casting Seismic Shockwave, which knocks down nearby opponents. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

Blitz Eximus are exclusive to the Corpus, mainly appearing on all models of MOAs and some Crewmen.

When stolen by Mod TT 20px Null Audit, the Hound only gains Seismic Shockwave.

Energy Leech / Parasitic[]

A tank which drains Energy from nearby enemies.

Energy Leech/Parasitic units are capable of draining players' energy within 15 meters at the rate of 5sβˆ’1 (does not stack). These Eximus are commonly close combat units such as Corpus Prod Crewmen and Grineer Butchers, as well as the Corrupted versions of the latter. Infested Energy Leech Eximus units use the prefix Parasitic Eximus and are extremely common among all types of Infested. Eximus of this type have 300% of their base health and shield and an innate resistance of 40% to all damage types, additive to their health and shield resistances.

When stolen by Mod TT 20px Null Audit, the Hound instead grants its master energy regeneration at roughly the same rate.

Arson / Caustic[]

Heat based attacks and auras

Arson/Caustic Eximus units project an aura that increases allies' resistance to DmgFireSmall64 Heat and DmgBlastSmall64 Blast damage by 50%. On enemies, it reduces resistance to DmgFireSmall64 Heat and DmgBlastSmall64 Blast damage by 50%. They have the ability to release a 30m radius Fire Blast similar to the one used by EmberIcon272 Ember or General Sargas Ruk. However, the Eximus's blast is concussive rather than elemental, knocking down and damaging any enemies who are caught in the blast, but not applying aDmgFireSmall64 Heat proc. The knockdown can be negated by blocking with a melee weapon or rolling. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

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.

The Infested uses the prefix Caustic instead of Arson, and behave largely the same and are capable of releasing a Fire Blast. This Eximus variety is common among Grineer, including Corrupted versions. Corpus only have access through the archwing Corvette enemy type, Juno units, and Vapos units.

When stolen by Mod TT 20px Null Audit, the Hound inherits Fire Blast and the Damage Vulnerability/Resistance auras.

Guardian[]

CBGuardEximus

Guardian Eximus shield restore ability

Restores shields of nearby allies.

Guardian Eximus units are especially durable, gaining a significant boost to their own shields as well as the mentioned shield-restoration effect. They release a radial shield charge in a blue-grid restorative pulse. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

Guardian Eximus units are exclusive to the Corpus (and their corresponding Corrupted counterparts), which should be of little surprise given their fairly extensive use of shields. Eximus units of this type are usually MOAs, Orokin Drones, and Ospreys.

When stolen by Mod TT 20px Null Audit, the Hound gains an aura that gives rapid shield regeneration and reduced recharge delay to all allies in range.

Arctic / Frozen[]

ArcticEximus

Arctic Eximus Post Rework

Cold based attacks and auras.

Arctic Eximus units project an aura that increases allies' resistance to DmgColdSmall64 Cold damage by 50%. On enemies, it reduces resistance to DmgColdSmall64 Cold damage by 50%. This aura also deals a continuous DmgColdSmall64 Cold status effect to the Arctic Eximus' foes, greatly reducing their movement and attack speed, even through status immune abilities like WardingHalo130xWhite Warding Halo and IronSkin130xWhite Iron Skin. They can generate a temporary SnowGlobe130xWhite Snow Globe barrier to protect themselves and allies. Their version follows them when they move as opposed to being stationary like FrostIcon272 Frost's, and has a unique and distinctive design of a white/blue transparent sphere with ice rings around it. They have additional ice-based attacks as well. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

Arctic Eximus units are among the most dangerous variety, as their ice slowdown aura is fairly large, while their snowglobe protects them from ranged attacks. Certain targeted powers, like OberonIcon272 Oberon's Smite130xWhite Smite and VoltIcon272 Volt's Shock130xWhite Shock, can damage the target through the snowglobe. Like the regular Snow Globe, inflicting enough damage will cause the Arctic Eximus's Snow Globe to disintegrate. Note however that the globe has object-based health and is not affected by critical damage, rendering crit-focused weapon less effective than raw damage weapons. The globe also dissolves by itself after a certain amount of time, therefore hiding in cover and waiting for the globe to dissipate is an alternative tactic. Multiple Arctic Eximus are especially dangerous, as their slowdown aura stacks with one another, which can slow the player down to a crawl.

This unit variant is reasonably common amongst the Grineer and Corpus (including Corrupted versions of both), but only Infested on the Cambion Drift can spawn as Frozen Eximus, and only few of them.

When stolen by Mod TT 20px Null Audit, the Hound inherits Snow Globe and the Damage Vulnerability/Resistance/Slow auras.

It is possible for Grineer Napalms and Scorches to spawn as Arctic Eximus. If the player suffers a fire proc while within the Eximus's aura, the fire proc changes to a Blast proc (possibly a bug, imperfect chance of happening).

Leech / Sanguine[]

Life leech weapon, enhanced health.

Leeches and Sanguines regenerate health by inflicting damage to their enemies. This is easily observed after damaging them as they will regain health from damaging a target's shields/health, or a target that has IronSkin130xWhite Iron Skin active. Eximus of this type have 300% of their base health and shield.

Leech Eximus units are common in Grineer ranks, and the Corpus units have this through their Juno and Vapos units. Corrupted Eximus can also spawn in this variant. Infested Eximus units use the Sanguine prefix instead of Leech, but otherwise behave identically. This should not be mistaken for the Energy Leech prefix noted above.

When stolen by Mod TT 20px Null Audit, the Hound generates an aura that gives Life Steal to all allies in range.

Shock[]

Electric based attacks and auras.

Shock Eximus units project an aura that increases allies' resistance to DmgElectricitySmall64 Electricity and DmgMagneticSmall64 Magnetic damage by 50%. On enemies, it reduces resistance to DmgElectricitySmall64 Electricity and DmgMagneticSmall64 Magnetic damage by 50%. They also emit an DmgElectricitySmall64 Electricity status effect aura that affects all enemies within a 5 meter radius – players within a 2 meter radius will take damage at a steady rate. The effect is constant until the Eximus is defeated or until the Tenno moves out of range. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

When stolen by Mod TT 20px Null Audit, the Hound inherits the Damage Vulnerability/Resistance auras.

Venomous[]

Toxin based attacks and auras.

Venomous Eximus units project an aura that increases allies' resistance to DmgToxinSmall64 Toxin damage by 50%. On enemies, it reduces resistance to DmgToxinSmall64 Toxin damage by 50%. They emit a potent toxin aura in a 10 meter range. When inflicted, an 8 second DmgToxinSmall64 Toxin proc will persist and deal moderate damage over time, depending on the level of the enemy which inflicted the proc. Venomous Eximus most commonly appear among the Infestation (such as Ancient and Mutalist enemy types), however Grineer have Tusk Butcher and Dargyn Eximus, the Corpus have Venomous Eximus units have this through their Ranger archwing enemies, and their Juno & Vapos units. Eximus of this type have an innate resistance of 40% to all damage types, additive to their health and shield resistances.

When stolen by Mod TT 20px Null Audit, the Hound inherits the Damage Vulnerability/Resistance auras.

Special Eximus Types[]

Synthesis Target[]

Classified as an Eximus, a Synthesis target is a marked target for Cephalon Simaris. Synthesis targets have far more health than their regular counterparts and innately have resistances to all damage types (preventing players from killing them accidentally, though it is possible for players to kill them regardless). They have at least 3 nodes visible through the Synthesis Scanner. Scanning at least one node will cause the Synthesis target to run away from the player and gain a random special ability to evade capture, like leaving a trail of DmgMagneticSmall64 Magnetic clouds.

Prosecutors[]

Main article: Guardsman

A unique variant of Eximus unit exclusively for the Grineer Guardsmen, that provides near invulnerability to itself and to its allies while remaining vulnerable to a single primary elemental damage type. Eximus types vary between Shock, Fire, Ice, and Toxic.

Warden[]

Life Leech weapon, increased speed, weak to stealth attacks.

A special Eximus variant of the Wardens introduced in Rescue missions, featuring Life Leech and enhanced movement speed. However, they are extremely vulnerable to stealth attacks, and will most times receive fatal damage from it.

Sensor Regulator[]

A unique Eximus variant of the Sensor Regulator that was introduced circa Update 18.0 (2015-12-03). These Sensor Regulators have 100% additional armor, and 200% additional health, making them far more durable than a normal Sensor Regulator. These Regulators are more likely to spawn in Sorties.

Orokin Spectator[]

Similar to Sensor Regulator, a unique Eximus variant of the Orokin Spectator that was introduced circa Update 18.0 (2015-12-03). These Orokin Spectator have 100% additional armor, 200% additional health, and 50% additional shield, making them far more durable than a normal Orokin Spectator. These Spectators only spawn in Spy missions at Lua as well as Sorties.

Juno Combas[]

Converts damage dealt by nearby allies to Cold/Electric/Heat damage

Comba units on Corpus Ship tilesets have unique Eximus variants, Chiller/Conductor/Radiator, that also converts damage done by nearby allies to DmgColdSmall64 Cold/DmgElectricitySmall64 Electricity/DmgFireSmall64 Heat damage in addition to extra resistances to elemental damage.

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 βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Arid Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Arid Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Arid Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Arid Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Arid Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Bailiff βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Ballista βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Bombard βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Butcher βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Commander βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Ballista βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Butcher βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Elite Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Scorpion βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Drekar Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Elite Arid Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Elite Frontier Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Elite Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Elite Shield Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Butcher βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Frontier Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Grineer Warden Unique
Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Ballista βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Bombard βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Butcher βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Elite Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Flameblade βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Napalm βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Powerclaw βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Roller βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Scorch βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Scorpion βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Shield Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Kuva Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Manic Bombard βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Napalm βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Nox βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Powerfist βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Prosecutor Unique
Roller βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Scorch βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Scorpion βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Sensor Regulator βœ”οΈ βœ”οΈ
Shield Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Ballista βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Bombard βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Butcher βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Elite Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Eviscerator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Flameblade βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Heavy Gunner βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Hellion βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Napalm βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Predator βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Seeker βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Shield Lancer βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Tusk Trooper βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ

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

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

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

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 βœ”οΈ βœ”οΈ βœ”οΈ
Dreg βœ”οΈ βœ”οΈ βœ”οΈ
Hellion Dargyn βœ”οΈ βœ”οΈ βœ”οΈ
Lancer Dreg βœ”οΈ βœ”οΈ βœ”οΈ
Shield Dargyn βœ”οΈ βœ”οΈ βœ”οΈ
Shield-Hellion Dargyn βœ”οΈ βœ”οΈ βœ”οΈ

Enemy Arson Arctic Guardian Shock Leech Energy Leech Blitz Venomous
Attack Drone βœ”οΈ βœ”οΈ βœ”οΈ
Corvette βœ”οΈ βœ”οΈ βœ”οΈ
Frigate βœ”οΈ βœ”οΈ βœ”οΈ
Penta Ranger βœ”οΈ βœ”οΈ βœ”οΈ
Quanta Ranger βœ”οΈ βœ”οΈ βœ”οΈ
Ranger βœ”οΈ βœ”οΈ βœ”οΈ

Notes[]

  • The bonus damage resistance for Eximus units can stack up to 100% for any type of damage.
    • Most Eximus types have 40% damage resistance against DmgTrueSmall64 True damage as well.
  • Eximus units can drop affinity or Health orbs on death.
  • Eximus units also appear in the codex since Update 13.0 (2014-04-09). 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.
  • As of Update 13.7 (2014-06-11), 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. Unknown if allies will gain additional elemental damage from elemental Eximus or if other enemies will have negative elemental effects.
  • As of Hotfix 12.4.2 (2014-03-07), some Eximus types seem to spawn with a small group of up to about ten normal units around them, which can be quite burdensome on game modes like Interception or Survival, as this causes too many enemies to spawn.[citation needed] More research needed on the leader/minion counts.
  • Corrupted Eximus units can also spawn in the Void, but were temporarily removed from Update 13.0 (2014-04-09) until Update 13.7 (2014-06-11) for unknown reasons.
  • Update 13.7 (2014-06-11) increased the spawn rate of Eximus enemies in Survival, gradually increasing to up to 20% at 60 minutes. On Infested survival, this can cause players to be overwhelmed by several Eximus at once during the entire mission due to Infested having a higher spawn and rushing rate.
  • As of Update 20.6 (2017-05-24). Eximus units can be resurrected with ShadowsOfTheDead130xWhite Shadows of the Dead, allowing the stacking of multiple Eximus collected consecutively by NekrosIcon272 Nekros.
  • Eximus units cannot be resurrected with InarosIcon272 Inaros's "Devour" wasn't found in Module:Ability/data, in which the targeted Eximus simply dies without producing a Sand Shadow.
  • Some Eximus units gain heavy resistance to damage that normally would deal extra damage to their normal variant. A good example is an Eximus Leaper which becomes resistant to both DmgFireSmall64 Heat and DmgSlashSmall64 Slash damage, and only is slightly weak to DmgGasSmall64 Gas damage.
  • The Steel Path eximus units may drop RivenSliver Riven Sliver

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.
    • Corrupted Eximus are simply corrupted versions of the above units.

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[]

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 β€˜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 β€˜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 β€œroaring 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 β€˜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 β€˜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)

  • Fο»Ώixed 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 ablο»Ώe 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.

See Also[]


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