The Glaive Prime is a Primed version of the Glaive, sporting higher damage, critical chance, status chance, and attack speed. It was released alongside Ember Prime and Sicarus Prime.
Characteristics[]
- This weapon deals primarily Slash damage.
- Can be wielded in-tandem with a single-handed secondary weapon.
- Holding the melee button throws the glaive, which can bounce up to three times, travel up to 30 meters uncharged, and 50 meters fully charged before returning to the user, damaging anyone in its path. Meleeing while the glaive is in mid-flight commands it to return.
- Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions. Additional throws can also be "buffered" while the glaive is in mid-flight.
- Thrown glaive has a guaranteed Impact and Slash proc.
- Thrown glaive has above average critical multiplier.
- Innate 1 meter punch through.
- Thrown glaive is silent.
- Heavy Attacks while the glaive is in mid-flight produce a 4.8 meter explosion and forces the glaive to return.
- Explosion inflicts a guaranteed Impact and Slash proc.
- Explosion deals primarily Blast damage.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- No Damage Falloff.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Condition Overload does not affect the explosion.
- Can use the Glaive-exclusive mods Combo Fury, Power Throw, Quick Return ( Volatile), Rebound ( Volatile), and Whirlwind.
- Stance slot has polarity, matching Gleaming Talon, Astral Twilight and Celestial Nightfall (Conclave only) stance.
- Innate and polarities.
Advantages over other Melee weapons (excluding modular weapons):
- Fastest flight speed of all glaives.
- Normal Attack (wiki attack index 1)
- Very high attack speed (1.25x animation speed)
- Above average status chance (30.00%)
- Throw (wiki attack index 2)
- Above average crit chance (24.00%)
- High attack speed (1.25x animation speed)
- Above average status chance (32.00%)
- Throw Bounce Explosion (wiki attack index 3)
- High crit chance (24.00%)
- High attack speed (1.25x animation speed)
- Above average status chance (32.00%)
- Throw Recall Explosion (wiki attack index 4)
- High crit chance (24.00%)
- High attack speed (1.25x animation speed)
- Charged Throw (wiki attack index 5)
- Above average crit chance (26.00%)
- Charged Throw Bounce Explosion (wiki attack index 6)
- Above average crit chance (26.00%)
- Charged Throw Recall Explosion (wiki attack index 7)
- Above average crit chance (26.00%)
Disadvantages over other Melee weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Low total damage (164)
- Very low attack range (1.25 m)
- Very low disposition (●●○○○ (0.70x))
- Throw (wiki attack index 2)
- Below average total damage (180)
- Very low attack range (1.25 m)
- Very low disposition (●●○○○ (0.70x))
- Throw Bounce Explosion (wiki attack index 3)
- Low active falloff slope (12.0m/%)
- Low maximum falloff distance (4.8 m)
- Below average total damage (296)
- Low attack range (1.25 m)
- Very low disposition (●●○○○ (0.70x))
- Throw Recall Explosion (wiki attack index 4)
- Below average maximum falloff distance (4.8 m)
- Below average attack range (1.25 m)
- Very low disposition (●●○○○ (0.70x))
- Charged Throw (wiki attack index 5)
- Very low disposition (●●○○○ (0.70x))
- Charged Throw Bounce Explosion (wiki attack index 6)
- Below average active falloff slope (12.0m/%)
- Low maximum falloff distance (4.8 m)
- Very low disposition (●●○○○ (0.70x))
- Charged Throw Recall Explosion (wiki attack index 7)
- Low maximum falloff distance (4.8 m)
- Very low disposition (●●○○○ (0.70x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Glaive Prime (Charged Throw Recall Explosion), compared to Glaive (Charged Throw Recall Explosion):
- Higher base damage per projectile (1184.00 vs. 756.00)
- Higher Blast damage ( 1,184 vs. 756)
- Higher total damage (1,184 vs. 756)
- Higher base critical chance (26.00% vs. 16.00%)
- Higher base critical multiplier (2.40x vs. 2.20x)
- Higher base status chance (34.00% vs. 16.00%)
- Higher Mastery Rank required (10 vs. 1)
- Lower disposition (●●○○○ (0.70x) vs. ●●●●○ (1.30x))
- Higher base damage per projectile (1184.00 vs. 756.00)
Acquisition[]
Blade | Blueprint | Disc |
---|---|---|
Axi E1 Uncommon (V) Axi L1 Uncommon (V) Meso B10 Uncommon (V) |
Lith G1 Rare (V) Lith G2 Rare (V) Neo G6 Rare (V) |
Axi R4 Uncommon (V) Meso F3 Uncommon (V) Neo S5 Uncommon (V) |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
2 |
1 |
Orokin Cell 10 |
Time: 12 Hour(s) | |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price:N/A |
This weapon can be sold for 5,000.
Vaultings[]
- On September 29, 2015, it was announced that Glaive Prime, alongside Ember Prime and Sicarus Prime, would enter the Prime Vault and be retired from the reward tables on October 6, 2015. Any preexisting components or fully-built frames will remain as is.
- Glaive Prime was available from December 6, 2016 to January 3, 2017 as part of the Fire and Ice Prime Vault.
- Glaive Prime, along with Ember Prime, Sicarus Prime, Frost Prime, Latron Prime, Reaper Prime, Loki Prime, Bo Prime, and Wyrm Prime were unvaulted from February 6, 2018 to April 10, 2018.
- Glaive Prime, along with Ember Prime, Sicarus Prime, Frost Prime, Latron Prime, and Reaper Prime, were unvaulted from January 29, 2019 to March 26, 2019.
- The same lineup was unvaulted from September 29, 2020 to December 15, 2020.
- Glaive Prime, along with Ember Prime, Sicarus Prime, Rhino Prime, Boltor Prime, and Ankyros Prime, were unvaulted from July 20, 2024 to October 24, 2024.
Notes[]
- Thrown attack bounces off of enemy targets and can hit a theoretical infinite amount of targets on the way back to the user.
- Flies faster and thus farther than its original counterpart.
- Summoned weapons are not affected by whether thrown weapons are held or not. For example, Warframe abilities such as Slash Dash or Exalted Blade can still be used even if the Glaive has not returned to the user.
- The Glaive can be thrown under a mining machine so that it ricochets back and forth between ground and the machine for a maximum amount of bounces, sometimes destroying it in a single throw.
- Against tougher enemies, the Glaive can hit more than once on the outward throw by aiming at the inside of their legs so that the first bounce will bounce into their other leg. Particularly useful on Ancients.
- Range is around 50 in-game meters. Reach will not improve the flight range or the width of the projectile.
- In addition, range mods will not increase the blast radius of the Glaive's detonate.
- Airborne Glaives will ricochet off Frost's Snow Globe.
- When U13 was first released, the throwing attack was changed to match the throwing attack in the stance. This was a bug, and has since been reverted to Hold+E.
- Throws have an innate punch through against enemies. It will only bounce off terrain (and Frost's globe etc).
Tips[]
- Catching the Glaive is considered a one-handed action. As such, it will not interrupt reloads.
- This is useful if you throw the Glaive before reloading allowing you to perform a long range attack even as you reload.
- Glaive will always return in a straight path toward the player. It will ignore all obstacles and punch through anything in its path on return.
- A player without Power Throw can use this to emulate Power Throw by bouncing the Glaive off the floor between the legs of enemies and have the Glaive hit them all on return.
- As for the regular Glaive, when using the slide attack, it is possible to chain a second slide attack, for even more slide range and speed.
- Can be thrown whether stance mods are equipped or not.
- When equipping the Glaive Prime, the player can throw it and then press the melee button to detonate the Glaive Prime on punch through or impact with a solid surface, dealing high AoE damage. The Glaive Prime then returns to the player immediately. This is true for all thrown melee weapons.
- This is very useful for regenerating health with Life Strike.
- It should be however noted that finisher attacks can still be executed while the weapon is in the air.
Trivia[]
- It could be seen in Ember Prime's left hand during the artwork show of Livestream 18. It was also seen in the splash screen in Update 11.0 (2013-11-20).
- The Glaive Prime shares the same sheath style with the other thrown melee weapons, where they retract and attach under the right arm.
- The word "Glaive" historically has referred to many different weapons, none of which refer to a returning throwing disk but more to a polearm or a sword. An exception to this can be found in the movie, Krull, in which a five-bladed throwing weapon which returns to the thrower is called a "Glaive" which is quested for and used by the protagonist.
- The Glaive Prime actually more closely resembles a Chakram, an Indian throwing disc.
- Update 11 teasers showed an Ember Prime wielding Glaive Prime, along with a Sicarus Prime.
- Oddly enough, though the Glaive Prime has 3 blades, only two are requested in the crafting process. It's possible that the disc has an in-built blade to begin with.
- Up until Update 12.0 (2014-02-05), the Glaive Prime only required 1 blade to construct, in spite of the blueprint needing 2.
- Like the Glaive, the Glaive Prime has a much smaller model when retracted under the arm.
Media[]
Glaive Prime Skins
Patch History[]
Hotfix 36.0.4 (2024-06-26)
- Fixed Client detonated Glaives not damaging enemies if the “Fire Manual Trigger Weapons Continuously” setting is toggled on.
- Also fixes Host and Clients not seeing the affected Client’s Glaive Prime being thrown.
Update 30.9 (2021-11-11)
- Fixed Glaives not being affected by abilities that attract projectiles (i.e Mag’s Magnetize).
- This also fixes a Glaive that has been redirected in such a way infinitely bouncing.
- This also fixes Glaive being unable to punchthrough certain Metal surfaces (Crewman Helmets)
Update 30.5 (2021-07-06)
- MELEE / PRIMARY BALANCE CHANGES
In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks.
However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class.
That said, our two changes to Glaives go hand in hand:
First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.
With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows:
Glaive Prime
Direct Hit Damage from 328 to 180
Radial Damage from 492 to 296
Update 29.5 (2020-11-19)
- Reduced AoE fall off from 50% to 40%.
- Removed falloff from Throw Explosion and Charged Throw Explosion damage.
- (Undocumented) Throw Explosion damage increased from 492 to 984 Blast damage.
- (Undocumented) Charged Throw Explosion damage increased from 592 to 1,184 Blast damage.
- (Undocumented) Charged Throw and Charged Throw Explosion status chance increased from 33% to 34%.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Glaive Prime: 50%
Update 27.2 (2020-03-05)
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 26.0 (2019-10-31)
As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.
- Damage increased from 50 to 164.
- Range increased from 0.5 to 1.25.
- Critical Chance increased from 15% to 22%.
- Slam Attack increased from 100 to 492.
- Slide Attack increased from 250 to 328.
- Parry Angle set to 55.
- Follow Through increased from 0.5 to 0.7.
Hotfix 24.5.3 (2019-03-19)
- Changed the Glaive recall to be done with Melee instead of Melee Channel so its consistent again (Channel being a toggle-only messed up this function).
- Fixed an error where, after Dual-Wielding gun and Glaive, throwing the Glaive in the "normal" Melee only mode could result in a turbo throw that is only supposed to apply for Dual-Wield.
Update 22.4 (2017-11-23)
- Fixed a loss of functionality if you equip Whirlwind, Power Throw and Quick Return on your Glaive Prime and cause self damage.
Update 21.0 (2017-06-29)
- Increased status chance from 20% to 30% for Melee hits and projectiles.
- Increased critical chance from 5% to 15% for Melee hits and projectiles.
- Increased Crit Multiplier from 1.5 to 2.
- Increased damage from 45 to 50.
- Knockdown added to recall discharge.
- Increased Mastery Rank requirement from 0 to 10.
Hotfix 11.0.3 (2013-11-22)
- Fixed Glaive mods not working on Glaive Prime.
Update 11.0 (2013-11-20)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
See Also[]
- Glaive, the original counterpart of this weapon.