The Xoris is a Corpus glaive possessing high attack speed and uniquely has infinite combo duration. Built from Parvos Granum's Specter technology, it is effective against dispatching Errant Specters in the Granum Void.
Characteristics[]
- This weapon deals primarily
Slash damage.
- Slam Radial Damage deals only
Electricity damage.
- Infinite combo duration.
- Combo resets when used with certain Warframe abilities and Exalted Weapons.
- 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 21 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
Electricity damage.
- Thrown glaive has a guaranteed
Impact proc.
- Thrown glaive is silent.
- Thrown glaive has no punch through.
- Slowest flight speed of all glaives.
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Heavy Attacks (Alternate Fire for some players) while the glaive is in mid-flight produce an 8 meter explosion and forces the glaive to return.
- Explosion inflicts a guaranteed
Impact and
Electricity proc.
- Highest explosion radius of all glaives.
- No Damage Falloff.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion inflicts a guaranteed
- Stance slot has
polarity, matching
Gleaming Talon,
Astral Twilight and
Celestial Nightfall (Conclave only) stance.
Advantages over other Melee weapons (excluding modular weapons):
- Largest explosion range of all glaives (8m).
- Normal Attack (wiki attack index 1)
- High attack speed (1.17x animation speed)
- High crit multiplier (2.40x)
- Throw (wiki attack index 2)
- Above average attack speed (1.17x animation speed)
- High crit multiplier (2.40x)
- Throw Bounce Explosion (wiki attack index 3)
- Above average maximum falloff distance (8.0 m)
- Above average attack speed (1.17x animation speed)
- High crit multiplier (2.40x)
- Throw Recall Explosion (wiki attack index 4)
- High maximum falloff distance (8.0 m)
- Above average attack speed (1.17x animation speed)
- Above average crit multiplier (2.40x)
- Charged Throw (wiki attack index 5)
- No numerical advantages.
- Charged Throw Bounce Explosion (wiki attack index 6)
- No numerical advantages.
- Charged Throw Recall Explosion (wiki attack index 7)
- No numerical advantages.
Disadvantages over other Melee weapons (excluding modular weapons):
- Slowest flight speed of all glaives.
- Normal Attack (wiki attack index 1)
- Very low total damage (120)
- Very low attack range (1.30 m)
- Low status chance (18.00%)
- Very low disposition (●○○○○ (0.65x))
- Throw (wiki attack index 2)
- Low total damage (120)
- Low attack range (1.30 m)
- Below average status chance (18.00%)
- Very low disposition (●○○○○ (0.65x))
- Throw Bounce Explosion (wiki attack index 3)
- Low active falloff slope (11.4m/%)
- Low total damage (250)
- Below average attack range (1.30 m)
- Below average status chance (18.00%)
- Very low disposition (●○○○○ (0.65x))
- Throw Recall Explosion (wiki attack index 4)
- Below average total damage (500)
- Low status chance (18.00%)
- Very low disposition (●○○○○ (0.65x))
- Charged Throw (wiki attack index 5)
- Low total damage (240)
- Low status chance (20.00%)
- Very low disposition (●○○○○ (0.65x))
- Charged Throw Bounce Explosion (wiki attack index 6)
- Below average total damage (500)
- Low status chance (20.00%)
- Very low disposition (●○○○○ (0.65x))
- Charged Throw Recall Explosion (wiki attack index 7)
- Below average total damage (1,000)
- Low status chance (20.00%)
- Very low disposition (●○○○○ (0.65x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The blueprint, core, handle, and blade are all obtained during The Deadlock Protocol. Additional blueprints and parts can be bought from Cephalon Simaris for 100,000 and
15,000 respectively.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 5,000 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 30 Second(s) | |
Rush: ![]() | |||||
![]() ![]() |
Notes[]
- At release, it was the only weapon with an infinite combo duration. This was later followed by other weapons such as the Tenet Livia.
- With an infinite Combo duration the timer does not tick down, but combo stacks are still consumed by heavy attacks.
- Modding for -100% combo duration will remove its infinite duration entirely.
- Unlike other glaives, the charged throw's explosion radius is larger than a regular throw's.
- The Slam Radial Damage has an 18% chance to inflict the
Electricity status effect, which is unaffected by mods.
- In the Granum Void, the Xoris's charged throw explosion can convert any Errant Specters into Specter Particles regardless of their level, who can then be absorbed up to 3 times. Detonating a fully charged Xoris will greatly increase the area of effect and free captured Solaris within the area, adding 20 seconds to the Void timer.
- Combo duration is reset when the Xoris is used alongside the following Warframe abilities:
Tips[]
- The Xoris synergizes well with
Corrupt Charge or
True Punishment, as it can completely ignore their combo duration penalties before they reach -100%.
- Known bug: clicking the button normally associated with exploding your charged Xoris will throw bait/canister instead of exploding your Xoris, when you have one equipped.
Media[]
Patch History[]
Update 32.0 (2022-09-07)
- Fixed Xoris being able to spontaneously shed combo-stack buffs (Blood Rush/Weeping Wounds) as if they had done a heavy attack, but without actually doing it, when chaining throws.
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:
Xoris
Direct Hit Damage from 240 to 120
Radial Damage from 480 to 250
- Fixes
- Fixed being unable to use the Xoris as a melee weapon after detonating it while Chroma’s Spectral Scream is active.
Update 29.5 (2020-11-19)
- Added guaranteed Electricity proc to Heavy Attack Detonation.
- Removed falloff from Charged Throw Explosion damage.
- (Undocumented) Throw Explosion damage increased from 480 to 960 Electricity damage.
- (Undocumented) Charged Throw Explosion damage increased from 500 to 1,000 Electricity damage.
- (Undocumented) Slam Attack damage decreased from 480 to 360 Electricity damage.
- (Undocumented) Slam Radial damage decreased from 480 to 120 Electricity damage.
Update 29.0 (2020-08-25)
- Fixed the Xoris not appearing in your Warframe’s hand when performing a Stealth attack if it’s not the active/equipped weapon.
Update 28.1 (2020-07-08)
- Xoris Interaction Changes
Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.
Warframe Abilities / Exalted Warframe weapons affected by this are:
- Ash Bladestorm
- Atlas Landslide
- Baruuk Serene Storm
- Excalibur Exalted Blade
- Gara Shattered Lash
- Khora Whipclaw
- Valkyr Talons
- Wukong Iron Staff
The full breakdown can be read here.
Hotfix 28.0.6 (2020-06-24)
- Fixed Xoris charges not depleting for Clients in Granum Void if the Host is absent.
- Fixed the Xoris infinite Combo Counter UI not reflecting when there is -100% Combo Duration equipped.
- The Combo Counter UI will now display ‘0’ when appropriate - otherwise it will say infinite.
Update 28.0 (2020-06-11)
- Introduced.
82 comments
This glaive sinergies really well with melee influence since the heavy attack explosion forces an electric proc so its easy to activate the arcane, and consider this
Since it forces an electric proc, while that buff is active is gonna result on a guaranteed 20m electric explosion with no dmg falloff for each heavy throw you do
The explosion range is 9m in game. I did try to edit but I couldn't figure out the table.
For future reference, you can edit weapon data here: https://warframe.fandom.com/wiki/Module:Weapons/data/melee
I only now noticed that Xoris bounces off Convergence Orbs, probably other glaives too
Anyone else having issues with the forced elecric procs on explosion?
Yeah :(
It's no longer forced, if you have other elements that can combine it will replace the elec with the combined element.
I guess they broke this somehow. They fixed it on Arca Titron slam, broke it on Ohma, fixed on Prova, broke on Lacera etc. weird stuff happening
Oh man, do i need to retest every single slam attack
Melee Guidance + any attack efficiency mod + Rauta or Tandem Bond = infinite combo duration and heavy attacks not consuming combo.
Don't use any Dexterity arcane.
Heavy attack efficiency if you don't want to consume combo counters on heavy.
Melee guidance reduces or increases combo duration. That doesn't seem relevant in any way for a weapon that already has infinite combo duration.
Finally there's eximus slot for whirlwind to fix this damn 21m throw range.
Add in Melee Influence and range barely matters anymore
I'm using Chroma for double dip vex armor so that arcane isn't really of use to me.
It increases the range of the weapon exponentially. detonate it and it will rapidly spread high damage status over 60m away with that arcane.
My to go looter melee in the normal star chart. As plain vanilla not really useful in steelpath. There we have other interesting options.
It's useful now.
F tier weapon now, there's a bug that prevents glaives from building combo using charged throws
Lmao, literally was thinking about making a build for it today. Guess not anytime soon.
Bruh, I was wondering why all my glaives started feeling trash. I'm pretty sure the Wolf Sledge is affected as well.
Is this fixed?
I have performed a simulacrum test right now for that, I was using a build with volatile quick return (glaive explodes on first hit and return immediatelly)
Splash explosion indeed did not contribute to the combo meter rise with charged throw, if glaive hits the ground then no combo increase.
Direct hit would always generate combo in amount of 4 per throw. Not sure if this is bug per say, or simply undocumented nerf, but indeed, to build up combo you need to either use normal attacks, or aim fairly well.
The Xoris is the only weapon I've seen that can do 80 million damage on a casual charged throw without even using the heavy attack... In Duviri, the combo level stays charged between trips to the undercroft, so once you build it up to 12x, it'll stay that way through the wyrm, too.
Though it does suffer against some high DR bosses.
The detonation has super jank hit detection when trying to hit something like nercamechs arms, most of the time not registering/hitting at all
I think that's partly just necramechs having jank hit detection.
Xoris with Nezha Blazing Chakram. alternate throwing, and change the Xoris attack every now and then, If needed chakram twice to move. Dont forget streamline!!!
(^_^)
As far as i can see blade storm does not reset the combo count
Oh i do just after the whole storm. i dont know why tho. they should just let the combo be
It's because bladestorm gains damage from the combo multiplier. Any ability or attack (even on a weapon with infinite combo duration) will reset the combo multiplier any time the combo multiplier itself is used in the damage calculation of said ability or attack. Most commonly this is seen with Heavy attacks, but you can also see it with any other ability I know of that increases damage based off the current level of the combo multiplier. You can reduce how many combo points are lost with mods that boost heavy attack efficiency (up to 90% cap), so that when you use the attack you only lose 10% of your combo points, instead of 100%.
All they accomplished by removing all combo interactions on weapons that had them was increase the value of fragor rivens 🤡
The change to remove all combo on exalted weapon use should be removed, it does nothing except screw any random nub who uses excal's 1
Lol im that random nub D:
Xoris, The Saviour of Noobs, Harbinger of Combo Duration
> Fixed Xoris being able to spontaneously shed combo-stack buffs (Blood Rush/Weeping Wounds) as if they had done a heavy attack, but without actually doing it, when chaining throws.
In Veilbreaker. It's finally done. Thank god
I'd been waiting for this for a year. Finally get to see if it beats heavy attack or not
I would kill to get a prime version of this
Helios got Primed and it is Corpus tech. Primes are primarily Tenno weapons and technology that are most closely based on Orokin Original Designs - Primes (or sometimes Primes are a Paradox like Rev Prime).
Because of lore, I personally think that Xoris is currently the most likely Corpus weapon in the game that can get Prime variant (in like 2-3 years but still, most likely with Protea Prime)
Would be very appropriate to have a Tenet variant, which would arguably be much better than a prime.
@MikeyMikington You saw what they did with an almost perfect weapon like the Ferrox right? Tenet Ferrox is "better" only if you use it the way no one uses it, a.k.a. shooting it like a normal gun. For CC it is worse.
If they make a Tenet Xoris it will be probably something stupid like "Has 30% less range than the classic Xoris, but does 10% more damage, charges faster but loses the Forced Electric proc, and force Procs Puncture instead" or something along those lines. Be careful what you wish for.
^ I was honestly thinking the same thing. Somehow I think DE would afraid to make a direct upgrade to this weapon cause they think infinite combo duration is overpowered (despite the fact that they butchered its best uses). I would be completely unsurprised if Tenet Xoris was a Xoris only by name as they change its mechanics to try and make a more normal glaive, like swapping infinite combo duration for the 'Attache System' or something. But on the original topic of it getting a prime version a tenet version would still be better and more appropriate, they could just as easily change its mechanics on a prime; and we can cross our fingers that we do get a GOOD Tenet Xoris.
Waiting for xoris prime to have masive nuke range
Yes
"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."
That change actually has NOTHING to do with how easy it is to accidentally throw. Does DE even play their own game? The windup speed only affects whether the throw is a charged throw or not -- no one is accidentally doing charged throws.
You just don't have enough attack speed,
When you play the xoris based on it's combo attacks / light attacks, you can accidentally throw it simply by pressing E without holding it because the attacks speed also affects the wind-up speed
By saying that you are just showing that you know nothing about glaives
Never detonates, impossible to get it to hit specters, BS weapon forced to used to summon the Sisters. Fuck this game
Just press the heavy attack button.
Yknow
The button that makes glaives detonate
It never detonates because the buttons for detonating are different, depending on which weapon you're using.
When using primaries, the button is the same for heavy attack.
When equipped with secondaries, the button for heavy attack no longer works, so use alternate attack (mouse 3),
Late reply but sisters only require 25 kills and almost all progenitor elements have a frame capable of at least that
You can easily summon a sister by using any weapon you want, the Xoris is only needed if you want to get all 75 kills