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“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers.

Turn foes into puppets with Teshin's versatile throwing disc.

The Orvius is the signature Glaive Glaive of the Dax with the unique ability to suspend foes in midair on throwing the glaive without charging.

Characteristics[]

  • This weapon deals primarily DmgSlashSmall64 Slash damage.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Holding the melee button briefly will perform a normal throw, which will make the weapon fly above the first enemy in its path and suspend them in midair for 3 seconds. The disc then inflicts 3 ticks of damage to the suspended target before exploding in a 4 meter radius and damaging all enemies around it and then return to the user. Orvius can travel up to 30 meters before returning to the user.
  • Holding the melee button performs a charged throw, 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 deals primarily DmgColdSmall64 Cold damage.
    • Thrown glaive has above average critical multiplier.
    • Thrown glaive is silent.
    • Thrown glaive has no punch through.
    • Heavy Attacks while the glaive is in mid-flight produce a 4 meter explosion and forces the glaive to return.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • 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.
  • Can use the Glaive-exclusive mods Mod TT 20px Combo Fury, Mod TT 20px Power Throw, Mod TT 20px Quick Return (Mod TT 20px Volatile), Mod TT 20px Rebound (Mod TT 20px Volatile), and Mod TT 20px Whirlwind.
  • Stance slot has Naramon Pol polarity, matching Mod TT 20px Gleaming Talon, Mod TT 20px Astral Twilight and Mod TT 20px Celestial Nightfall (Conclave only) stance.
  • Innate Madurai Pol and Naramon Pol polarities.

Advantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Above average disposition (●●●●● (1.35x))
  • Throw (wiki attack index 2)
    • High disposition (●●●●● (1.35x))
  • Throw Bounce Explosion (wiki attack index 3)
    • High disposition (●●●●● (1.35x))
  • Throw Recall Explosion (wiki attack index 4)
    • Above average disposition (●●●●● (1.35x))
  • Charged Throw (wiki attack index 5)
    • Above average total damage (429)
    • Above average disposition (●●●●● (1.35x))
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • No numerical advantages.
  • Charged Throw Recall Explosion (wiki attack index 7)
    • No numerical advantages.
  • Hover Attack (wiki attack index 8)
    • No numerical advantages.

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Below average crit chance (18.00%)
    • Very low attack speed (0.75x animation speed)
    • Very low attack range (1.30 m)
    • Low status chance (18.00%)
  • Throw (wiki attack index 2)
    • Below average total damage (215)
    • Very low attack speed (0.75x animation speed)
    • Low attack range (1.30 m)
    • Below average status chance (20.00%)
  • Throw Bounce Explosion (wiki attack index 3)
    • Low active falloff slope (10.0m/%)
    • Very low maximum falloff distance (4.0 m)
    • Below average total damage (293)
    • Very low attack speed (0.75x animation speed)
    • Below average attack range (1.30 m)
  • Throw Recall Explosion (wiki attack index 4)
    • Low maximum falloff distance (4.0 m)
    • Below average total damage (586)
    • Very low attack speed (0.75x animation speed)
    • Below average status chance (20.00%)
  • Charged Throw (wiki attack index 5)
    • Below average status chance (22.00%)
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • Low active falloff slope (10.0m/%)
    • Low maximum falloff distance (4.0 m)
    • Below average status chance (22.00%)
  • Charged Throw Recall Explosion (wiki attack index 7)
    • Low maximum falloff distance (4.0 m)
    • Below average status chance (22.00%)
  • Hover Attack (wiki attack index 8)
    • No numerical disadvantages.

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Acquisition

The blueprint is rewarded on completion of The War Within. Additional blueprints can be bought from Cephalon Simaris for ReputationLarge 100,000.

The Blade drops from Kuva Guardians, while the Disc drops from Kuva Jesters. These can be encountered in various locations.

  • Kuva Siphons will always spawn many pairs of Guardians and Jesters
  • Kuva Survival occasionally spawns individual or paired Guardians and Jesters
  • Void Flood can spawn pairs of Guardians and Jesters situationally
    • Requires the "Kuva Guardians" contamination effect to be active
    • Spawns Guardians and Jesters infinitely, and at an extreme rate

All components, except for the blueprint, can be traded between players.

Item Source Chance Expected Nearly Guaranteed
Blade Blade Kuva Guardian 5% ~ 20 Kills 134 ± 44 Kills
Link Disc Kuva Jester 5% ~ 20 Kills 134 ± 44 Kills

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
Blade
2
Link
1
OrokinCell Orokin Cell
10
Kuva Kuva
4,000
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:ReputationLarge100,000

Notes[]

  • The Orvius has a special function where throwing the weapon at an enemy without fully charging the throw will make the weapon fly above the target enemy's head, and then suspend them in mid-air. The disc will last for 3 seconds before exploding, dealing damage to all enemies within its radius. Enemies who are instantly killed by the explosion will not be suspended.
    • When suspending an enemy, it deals 25 DmgSlashSmall64 Slash damage per second with ??% status chance.
    • If the enemy dies before the 3-second duration is up, the Orvius will remain over the corpse until the duration ends, exploding and returning to the player.
    • Pressing again the heavy attack key will detonate the weapon prematurely.
    • Overguard will block the suspension mechanic, but the Orvius will still hover above the enemy's head and proc as usual. Depleting their Overguard during the hovering period will not allow the Orvius to begin suspending the enemy, it must be thrown again.

Tips[]

  • Unequipping attack speed mods can make the timing for the special attack throw while dual-wielding easier to achieve.
  • Dual-wielding with a secondary weapon with high status chance and using Mod TT 20px Condition Overload on the Orvius will greatly increase the damage of the special attack throw.
  • Its ability to automatically home in on enemies is ideal for Volatile Rebound, allowing it to seek enemies and do aoe damage on its own.

Media[]

Orvius Skins

Edit

Patch History[]

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:

Orvius
Direct Hit Damage from 390 to 215
Radial Damage from to 520 to 293

Hotfix 29.5.8 (2020-12-11)

  • Fixed a rare case where the Orvius might cause a crash.

Hotfix 29.5.7 (2020-12-10)

  • Fixed a rare crash that could occur when using the Orvius as a Client.

Hotfix 29.5.3 (2020-11-23)

  • Removed self damage from Orvius charged projectile.

Update 29.5 (2020-11-19)

  • Added guaranteed Cold proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Quick Throws now perform the Hover Attack.
  • Removed falloff from Throw Explosion and Charged Throw Explosion damage.
  • (Undocumented) Explosion radius reduced from 4.8m to 4m.
  • (Undocumented) Throw Explosion and Charged Throw Explosion damage increased from 585 to 1,170 Cold damage.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Orvius: 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 27.1 (2020-02-04)

  • A fully charged throw of the Orvius will now activate its unique enemy suspension mechanic.

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 70 to 195.
  • Range increased from 0.5 to 1.3.
  • Status Chance increased from 15% to 18%.
  • Critical Chance increased from 15% to 18%.
  • Slam Attack increased from 140 to 585.
  • Slide Attack increased from 350 to 390.
  • Block+Alt Fire to throw glaive that will Suspend enemies.
  • Parry Angle set to 55.
  • Follow Through increased from 0.5 to 0.7.

Update 22.19 (2018-05-02)

  • (Undocumented) Orvius blueprints can now be obtained from Cephalon Simaris for 100,000 standing.

Update 22.12 (2018-02-09)

  • Fixed Orvius ignoring Nullifier bubbles.

Update 21.4 (2017-08-10)

  • Reduced the damage of the charged throw of Orvius in Conclave.

Hotfix 21.3.1 (2017-08-04)

  • The Orvius can now be charge-thrown while in dual wield mode to trigger the same special function when throwing while channeling.

Update 21.0 (2017-06-29)

  • Increased Status Chance from 10% to 15% for Melee hits and projectiles.
  • Increased critical chance from 10% to 15% for Melee hits and projectiles.
  • Damage increased from 50 to 70.
  • Recall discharge damage changed to Ice.
  • Increased Mastery Rank requirement from 5 to 6.

Hotfix 19.11.5 (2017-02-28)

  • Fixed the Orvius Blueprint being tradeable.

Hotfix 19.0.3 (2016-11-14)

  • Orvius parts can no longer be sold for ducats. (The blueprint still can be, however, for 100 ducats.)

Update 19.0 (2016-11-11)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

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