So, I've been suspecting for a while that one culprit of the so called "content drought" is the lack of common enemy units. I know I'm not one to really speak about this, considering I'm only MR 19, but I've played this game since late 2015. I know my way around. And I love this game, it hurts to see and hear these things. But it's true. Back on topic, one of those such units is Eximi. So I've taken up the task to craft some ideas for several more Eximus unit types. (Also: If you think these are unbalanced or unfair, or too complex, please read the wiki page on Eximus units before posting some hateful trash. If you have read it, and maintain the same opinion, that's fine. Just don't be rude.)
Also, feel free to reply with your own Eximus ideas.
1. Reflective Eximus (Might Need Nerfs, as HP scaling is ridiculous)
Ability: Has a 50% chance upon being hit to reflect 20% of the damage of that hit back at their attacker. (It can only reflect it's max health, so performing an attack that deals more damage than their max health can only do 20% of their max health.)
Stats: No innate resistances, 200% health, shields, and armor.
Factions: All except Infested, only ground units, not Ospreys or airborne Grineer.
Appearance: Would glow white, and emit a small slash like sound when an attack is reflected. Clothing wouldn't be changed. (Maybe be a bit more reflective and metallic?)
2. Magnetic Eximus
Ability: Upon hitting an enemy, the eximus has a 35% chance to apply a Magnetic proc. Additionally, allies within 15m are immune to Magnetic procs.
Stats: 30% innate resistance to all damage types, 300% health and shields.
Factions: Corpus only, excludes Nullifiers.
Appearance: Would glow teal (Orokin esque blue hues), and have an aura of small particles like the ones that surround Magnetic Anomalies. Clothing should be changed to white and blue colors.
3. Burst Eximus
Ability: Enemies affected by this ability have +100% multishot on weapons.
Stats: 50% innate resistance to all damage types, 200% health, shields, and armor.
Factions: All except Infested, only ranged units. (Unless their are Infested ranged units I'm not aware of?)
Appearance: Would glow bright purple, and their weapons appear about 50% bigger than usual. Clothing would not be changed.
4. Visor Eximus
Ability: This unit can see through invisibility (abilities only, arcanes not affected, Operator Void Mode not affected) within a 20m radius. If an invisible Tenno is more than 20m away, the Visor Eximus will act like any other enemy. (BTW, this Eximus should be quite uncommon.)
Stats: 20% innate resistance to all damage types, 275% health and armor.
Factions: All factions, all units. Only spawns in Exterminate and Spy missions.
Appearance: Glows a faint red, and their eyes glow a brighter hue of red. Clothing should be in darker colors of default hues.
5. Chromatic Eximus
Ability: Each different attack by this unit applies a different status proc. Has a 100% chance of proccing status on hit.
Stats: 50% innate resistance to all damage types, 175% shields, and armor.
Factions: All except Grineer, only units that can attack, excluding Mine Ospreys (and units with similar function, like Mutalist Ospreys).
Appearance: Eximus glows a different color depending on which element it last applied on hit. Orange = Fire, Purple = Electric, Cyan = Ice, Green = Toxin.
6. Detonite Eximus
Ability: Upon death, this unit will detonate in a 10m radial explosion, dealing Blast damage equal to 75% of it's max health.
Stats: No innate resistances, 125% health.
Factions: Infested and Grineer only, all units.
Appearance: They do not glow, but emit sparks around them, let's say in a 2m radius.
7. Planar Eximus (POTENTIALLY BUGGY)
Ability: Every 7 seconds, this unit can warp 8m in any direction, horizontally.
Stats: No innate resistances, 175% health and armor.
Factions: Corpus, Corrupted and Infested only, ground units only.
Appearance: Part of the unit's body will appear translucent, and will emit a loud reversed "ding" sound when they warp. Similar to THIS. (It would obviously be more high quality, best I could do in 5 mins.)
8. Zealous Eximus
Ability: Every 10 seconds, can trigger one of three random effects: A 10m shockwave, knocking enemies into the air (not knockdown effect), can spray toxic goo in 4 puddles within 15m around it (similar to Mutalist MOAs, puddles last 10 seconds), or nullifies the next instance of damage dealt to it. Note that multishot can bypass this last effect, because it will only stop one instance of damage. Chances are as follows: 40% for Shockwave and Spray, and 20% for Damage Nullifying.
Stats: No innate resistances, 225% health and shields.
Factions: All factions, all units.
Appearance: Changes color depending on last effect triggered. For Shockwave, glows yellow. For toxin, glows olive green. For nullifier, glows light gray.
9. Hallowed Eximus
Ability: Emits an aura very similar to Oberon's Renewal Ability, all allies within 12m regen health with this formula: (0.02 x (Eximus Unit's Maximum Health Pool)). Also grants enemies armor with this formula: (0.3 x (Eximus Unit's Current Armor)). Note that when the unit is affected by procs that reduce armor such as Corrosive, the armor formula will be affected.
Stats: 50% innate resistance to all damage types, 250% health and armor.
Factions: All Factions, excludes Nullifiers and Osprey units.
Appearance: They glow a mixture of yellow and green, similar to dying grass. Enemies within the aura faintly glow white. Clothing is changed to shades of white.
10. Discharge Eximus
Ability: This eximus is extremely weak, dealing 50% of the damage of a normal enemy unit, but doubles the damage of units in a 10m radius around it.
Stats: 20% innate resistance to all damage types, no boosts to health, shields, or armor.
Factions: All factions except Infested and Corrupted.
Appearance: These units will often appear 20% smaller than normal units, and clothes will be inverted colors.