Understand Xoris
Useful when…
- Combat that benefits from thrown glaive attacks and area explosions.
- Players who want to use the charged throw and recall modes deliberately.
Throw and explosion behavior
The ordinary throw lists 120 physical damage across Impact, Slash and Puncture, with 20% critical chance, 2.4× critical multiplier and 18% status chance. Its bounce explosion is a separate area mode dealing 250 Electricity, with falloff from 0 to 8 and 70% reduction; recall explosion deals 500 Electricity with no listed falloff reduction over that range. Charged throw takes 1.2 seconds and lists 22% critical chance and 20% status chance. Its bounce explosion deals 500 Electricity with 70% reduction over 0–9; charged recall explosion deals 1000 Electricity with no listed falloff reduction over that range. Keep throw hits and their explosion modes distinct.
Melee use and build
Normal melee attacks list 120 physical damage, speed 1.17, 20% critical chance and 18% status chance. Regular slam is separately listed as an area attack dealing 240 Electricity, with falloff from 0 to 6 and 50% reduction; heavy slam deals 360 Electricity, with falloff from 0 to 8 and 30% reduction. Xoris requires Mastery Rank 4, has a listed 1.3 melee range and no innate polarity listed. The description says its combos can chain infinitely. Falcor is another Corpus glaive, while Scindo is a heavy blade and Dark Sword is a sword described as having innate Radiation damage; those are different handling choices. The Xoris record lists its parts and a 30-second build time but does not establish present availability.
Limitations
Charged throw has a listed 1.2-second charge time, so it requires more setup than the ordinary throw. Bounce and recall explosions have different falloff behavior, and regular and heavy slams have separate damage values. Do not interpret the infinite-combo description as a claim about infinite range or damage.
Limitations and tradeoffs
- Charged throw takes 1.2 seconds.
- Bounce explosions have 70% falloff reduction; recall explosions list none.
- Listed melee range is 1.3.
Common mistakes to avoid
- Do not confuse charged throw explosion values with ordinary throw values.
- Do not interpret infinite combo chaining as infinite attack range or damage.






