The Glaive Prime is a deadly and beautiful weapon from the Orokin era. The blades are as effective in close quarters as they are when thrown at distant enemies.

The Glaive Prime is a Primed version of the DEGlaive.png Glaive, sporting higher damage, critical chance, status chance, and attack speed. It was released alongside Ember PrimeIcon272.png Ember Prime and DESicarus Prime.png Sicarus Prime.

This weapon can be sold for Credits64.png5,000.

Characteristics[edit | edit source]

This weapon deals primarily Slash b.svg Slash damage.

Advantages:

  • High Slash b.svg Slash damage – effective against health.
  • High critical chance.
  • Tied with PunctureGlaive.png Cerata and Pathocyst.png Pathocyst for the second highest status chance of all glaives, behind CrpGlaive.png Falcor.
  • Fastest attack speed of all glaives.
  • Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Holding the melee button throws the glaive, which can bounce up to three times or travels up to 30 meters 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 b.svg Impact and Slash b.svg Slash proc.
    • Thrown glaive has above average critical multiplier.
    • Innate 1 meter punch through.
    • Thrown glaive is silent.
    • Heavy Attacks, or melee attacks while wielded in-tandem with a secondary weapon, while the glaive is in mid-flight produces a 4.8 meter explosion and forces the glaive to return.
      • Explosion inflicts a guaranteed Blast b.png Blast proc.
      • Explosion has innate Blast b.png Blast damage – effective against Machinery and Robotic.
      • No damage falloff.
  • Can use the Glaive-exclusive mods Mod TT 20px.pngCombo Fury, Mod TT 20px.pngPower Throw, Mod TT 20px.pngQuick Return (Mod TT 20px.pngVolatile), Mod TT 20px.pngRebound (Mod TT 20px.pngVolatile), and Mod TT 20px.pngWhirlwind.
  • Innate Madurai Pol.svg and Naramon Pol.svg polarities.

Disadvantages:

Comparisons:

Acquisition

Glaive Prime's main and component blueprints are acquired from the following Void Relics.

Blueprint BladeBlade DiscDisc
Lith G1 Rare
Lith G2 Rare (V)
Axi E1 Uncommon
Axi L1 Uncommon (V)
Neo S5 Uncommon
Meso F3 Uncommon (V)
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Manufacturing Requirements
Credits64.png
15,000
Blade
2
Disc
1
OrokinCell64.png
10
Time: 12 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A

Vaultings[edit | edit source]

Notes[edit | edit source]

  • 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 30 in-game meters. Mod TT 20px.pngReach 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.
  • Cannot travel through VoltIcon272.png Volt's ElectricShield130xDark.png Electric Shield and become electrically buffed.
  • Throw cannot punch through Shield Lancer's shield without Mod TT 20px.pngPower Throw. However, if aimed at their exposed body parts, the Glaive is still able to damage them.
  • SarynIcon272.png Saryn's Toxic Lash is applied on throw attacks as well, as of Hotfix 10.3.4.[1]
  • If you are under the effect of an enemy's Magnetize or similar abilities, the Glaive cannot be thrown; it instantly returns to your hand without harming you.
  • 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[edit | edit source]

  • 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 Mod TT 20px.pngPower 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 DEGlaive.png 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 Mod TT 20px.pngLife Strike.
    • It can explode in this manner when not equipped and thrown, but the explosion timing cannot be controlled and will often stagger the user in close quarters.
    • It should be however noted that finisher attacks can still be executed while the weapon is in the air.

Weapon Loadouts[edit source]

Trivia[edit | edit source]

  • It could be seen in Ember PrimeIcon272.png Ember Prime's left hand during the artwork show of Livestream 18. It was also seen in the splash screen in Update 11.0.
  • 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 EmberIcon272.png Ember Prime wielding Glaive Prime, along with a DESicarus Prime.png 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, 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[edit | edit source]

Glaive Prime Skins

Patch History[edit | edit source]

Update 29.5

  • 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
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Glaive Prime: 50%

Update 27.2

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
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

  • 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

  • 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

  • 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

  • Fixed Glaive mods not working on Glaive Prime.

Update 11.0

  • Introduced.

Last updated: Update 26.0

See Also[edit | edit source]

  • DEGlaive.png Glaive, the original counterpart of this weapon.

References[edit | edit source]

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