Understand Glaive
Useful when…
- Using normal or charged throws against distant enemies.
- Choosing between bounce and recall explosion modes.
- Using close-range melee and slam attacks.
Normal attacks and throws
Normal attacks deal 105 listed damage, mostly Slash, with 12% critical chance, a 2× multiplier, and 12% status chance. A normal throw lists 14% critical chance, a 2.1× multiplier, and 14% status chance; it travels at listed speed 20 and deals Impact, Slash, and Puncture. A charged throw takes 1.2 seconds, travels at listed speed 35, and lists 16% critical chance, a 2.2× multiplier, and 16% status chance.
Throw explosion modes
A normal throw's bounce explosion deals 190 Blast damage with a 40% reduction at the 4.8-unit falloff endpoint; its recall explosion deals 380 Blast with no listed falloff. A charged throw's bounce explosion deals 378 Blast with a 40% reduction at the 4.8-unit endpoint; its charged recall explosion deals 756 Blast with no listed falloff. Regular slams deal 210 Impact in an area, while heavy slams deal 315 Blast.
Polarities and comparisons
Glaive lists Madurai and Naramon polarities and a 1.2-second charged-throw time. Glaive Prime is a higher-mastery glaive with higher listed critical and status chances for normal and charged throws. Kestrel is another glaive described as able to knock down enemies at a distance; that effect is not specified for Glaive. Orthos is a polearm with a different melee format.
Limitations and tradeoffs
- Charged throws take 1.2 seconds.
- Bounce explosions list 40% reduction at their falloff endpoint.
- Normal, thrown, explosion, and slam attacks have distinct properties.
Common mistakes to avoid
- Using normal-attack values to describe thrown attacks.
- Treating the endpoint as where bounce-explosion falloff begins.
- Applying charged bounce-explosion values to the charged recall explosion.






