The Scourge is Harrow's signature speargun, firing fully automatic
Corrosive projectiles that explode and damage nearby enemies in a small radius. Its Alternate Fire allows the very weapon itself to be thrown, inflicting a Bullet Attractor field on the heads of all enemies near the impact point.
Characteristics[]
- This weapon deals
Corrosive damage on its primary fire and primarily
Impact damage on its alt-fire.
- Primary Fire shoots plasma projectiles in an automatic fashion, causing a small 1.7 meter explosion on impact with a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can benefit from
Firestorm (
Primed) and
Cautious Shot.
- Alternate Fire throws the Scourge, dealing damage and causing a 2 meter Bullet Attractor field on the heads of enemies within 14 meters of the impact point, allowing easier headshots.
- The Bullet Attractor stays on enemies for 3 seconds. The field pulses immediately on impact then once every 5 seconds.
- Explosion bypasses Arctic Eximus globes and damages enemies within.
- Guaranteed
Impact proc.
- Throwing the spear consumes 1 ammo, then reloads the weapon.
- The field lasts for 20 seconds.
- Only one field can be deployed at a time. Throwing the spear will remove existing fields.
- Can benefit from
Cautious Shot.
- Reloads 33% of the magazine per second while deployed or holstered.
Advantages over other Primary weapons (excluding modular weapons):
- Projectile Impact (wiki attack index 1)
- Above average status chance (30.00%)
- Explosion (wiki attack index 2)
- Above average status chance (30.00%)
- Spear Throw Impact (wiki attack index 3)
- High reload speed (0.60 s)
- Spear Throw Explosion (wiki attack index 4)
- High magazine (40)
- Above average disposition (●●●●○ (1.20x))
Disadvantages over other Primary weapons (excluding modular weapons):
- Projectiles have travel time.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from:
- 100% to 70% from central impact on primary fire.
- 100% to 40% from central impact on alternate fire.
- Projectile Impact (wiki attack index 1)
- Very low crit chance (2.00%)
- Low reload speed (2.50 s)
- Below average fire rate (2.67 attacks/sec)
- Very low crit multiplier (1.50x)
- Explosion (wiki attack index 2)
- Very low active falloff slope (5.7m/%)
- Very low crit chance (2.00%)
- Very low maximum falloff distance (1.7 m)
- Low reload speed (2.50 s)
- Low total damage (55)
- Very low crit multiplier (1.50x)
- Spear Throw Impact (wiki attack index 3)
- Very low crit chance (4.00%)
- Very low fire rate (1.00 attacks/sec)
- Low crit multiplier (2.00x)
- Spear Throw Explosion (wiki attack index 4)
- Below average active falloff slope (11.7m/%)
- Low crit chance (4.00%)
- Low reload speed (2.50 s)
- Very low total damage (55)
- Very low fire rate (1.00 attacks/sec)
- Below average crit multiplier (2.00x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
Scourge (Projectile Impact), compared to
Scourge Prime (Projectile Impact):
- Lower base damage per projectile (70.00 vs. 80.00)
- Lower
Corrosive damage (
70 vs.
80)
- Lower
- Lower total damage (70 vs. 80)
- Lower base critical chance (2.00% vs. 10.00%)
- Lower base critical multiplier (1.50x vs. 2.00x)
- Lower average damage per tap (70.7 vs. 88)
- Lower burst DPS (188.76 vs. 234.96)
- Lower sustained DPS (161.77 vs. 204.87)
- Smaller max ammo capacity (200 vs. 360)
- Slower reload time (2.50 s vs. 2.20 s)
- Less polarities (
vs.
)
- Lower Mastery Rank required (6 vs. 14)
- Higher disposition (●●●●○ (1.20x) vs. ●●●○○ (1.10x))
- Lower base damage per projectile (70.00 vs. 80.00)
Acquisition[]
The Scourge's blueprint can be researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 15,000 |
![]() 2 |
![]() 2,500 |
![]() 350 |
![]() 2,500 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Tenno Lab Research![]() | |||||
![]() 10,000 |
![]() 3 |
![]() 4,500 |
![]() 7,250 |
![]() 9,750 |
Time: 3 Day(s) |
Prereq: Tonbo | |||||
![]() ![]() ![]() ![]() ![]() |
This weapon can be sold for 7,500 Credits.
Notes[]
- Currently, Scourge lacks a Signature Weapon bonus with
Harrow/
Harrow Prime.
- The Scourge's projectiles explode upon contact, and allows
Firestorm to be equipped to increase the blast radius, although it will only increase by ~1 meter.
- The Scourge's alt-fire throws the speargun towards the reticle, impaling enemies along its path with physical damage, then inflicting Corrosive damage in a large area of effect. Finally, it creates a pulse that applies a Bullet Attractor debuff on nearby enemies' heads.
- Bullets and projectiles fired at enemies will be drawn to the head. However, this does not guarantee a headshot.
- The Bullet Attractor debuff will be applied the instant the weapon sticks to a surface, and subsequently in periodic pulses while the Scourge stays in place. There is a slight pause between their expiration and the next pulse; the Bullet Attractor effect lasts for 3 seconds and the weapon will pulse every 5 seconds, meaning there's a 2 second downtime.
- Throwing Scourge at full ammo vs. 1 ammo left in the magazine does not have any notable difference (if any at all).
- The Scourge can only be thrown if it has at least 1 ammo remaining in the magazine.
Firestorm does not affect the size of the Bullet Attractor field, nor does it increase the range a thrown Scourge will apply its effect to enemies.
- Weapons with buffs that apply on headshots such as
Knell,
Dual Toxocyst and
Athodai will benefit greatly from the Scourge's alt-fire effects as they will easily gain their respective headshot buffs. Similarly, headshot-conditions for
Arcane Pistoleer and
Arcane Precision can be easily achieved in this manner.
- Throwing the weapon does not cost ammo.
- An additional feature of the Scourge is its innate ability to replenish its magazine while holstered or thrown. In either state, the weapon fully reloads in 3 seconds (or 33% of the magazine size per second).
- Reload speed mods such as
Fast Hands do not affect the rate of replenishment. Mods such as
Tactical Reload, and the Synth mod set, on the other hand, will increase said rate.
- Reload speed mods such as
- The Scourge has a unique visual effect with Harrow's Agile idle stance, where it will be collapsed into a smaller configuration when held. It extends to its full length when firing.
Trivia[]
- A Scourge refers to a whip with multiple thongs or "tails" (a Cat o' nine tails being a good example), and was often used for corporal punishment as well as for self-flagellation by religious penitents. In contemporary terminology, the term has been applied to people, groups, or events that resulted in great calamity.
- While the separate reload time for the alt-fire does nothing, a bug used to allow this shorter reload time to be applied to the primary fire. It could be done by manually pressing the reload key while the spear-throw attack was charging.
Known Bugs[]
Galvanized Aptitude is multiplicative to base damage sources on direct hits from primary fire.
Adhesive Blast could be used to allow the projectiles to stick then explode, but this feature was disabled, making the mod do nothing when equipped.
- Has a high chance of disappearing when thrown.
- This bug can be fixed by switching to an item such as Codex Scanner or entering a Bleedout state.
- Using the Alternate Fire on Captain Vor during his final phase will crash the game, should his Void Key beam kill him.
Media[]
Scourge Skins
Update History[]
Update 33.5 (2023-06-21)
- Fixed Furis’ Incarnon Form causing self-damage when shooting an enemy that is affected by Scourge’s Alt-Fire.
Update 32.3 (2023-02-15)
- Fixed Scourge projectiles swirling around Grendel after casting Feast on enemies affected by its alt fire.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
60 Ammo per Pick Up:
- Scourge
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
- SPEAR GUN CHANGES
We have changed the way that Spear Guns function in-game to help increase their viability in mission. Based on overwhelming community feedback we’ve:
- Removed the need to manually retrieve your Spear Gun once it’s been thrown. Your Spear Gun now re-appears in your hand using reload.
- Removed the need to charge your Spear Gun to throw it, simply Tap alt-fire to throw!
- Within the arsenal, ‘Charged Throw’ stats have simply become ‘Throw’ stats.
Spear Guns have also received new throw animations and updated sound FX on reload, plus a new Spear Gun category has been added when searching for weapons in the Arsenal.
Update 31.1 (2022-02-09)
- Fixed Javlok projectiles flying side-on to the direction of travel when the Renuntio Speargun Skin is equipped. Also fixes the same scenario for the Scourge/Scourge Prime with the Carcinus Speargun Skin equipped.
Hotfix 29.6.4 (2021-01-06)
- Fixed a Dedicated Server script error in Conclave when using the Scourge.
Update 27.4 (2020-05-01)
- Fixed the Scourge projectile trail FX appearing distorted.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Scourge: 30% / Alt Fire 60%
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 25.0 (2019-05-22)
- 33% of clip reloaded every second when Spear is deployed. This allows for a more fluid use of all the Gun Spear mechanics.
- Increased Ammo pool from 100 to 200.
- Increased Alt Fire's bullet attractor radius from 1.8m to 2m.
- Increased Magazine size from 20 to 40.
- Increased Primary fire area-of-effect damage from 30 to 55.
- Primary Fire recoil reduced.
Hotfix 24.5.2 (2019-03-18)
- Fixed missing Scourge hit sounds.
Hotfix 23.1.2 (2018-07-24)
- Fixed an issue with the Scourge's throw sounds playing when Modding.
Hotfix 22.12.3 (2018-02-12)
- Fixed the Scourge appearing to be rotated incorrectly when viewed on a surface
Update 22.12 (2018-02-09)
- Damage from direct hits increased from 30 to 70 (Primary Fire).
Update 22.0 (2017-10-12)
- Fixed Scourge not being affected by Adhesive Blast and Firestorm Mods.
Update 21.4 (2017-08-10)
- Removed Corrosive radial AoE from Scourge in Conclave.
- Scourge's bullet attractor now lasts 3 seconds in Conclave.
Hotfix 21.3.1 (2017-08-04)
- Adhesive Blast is no longer equippable on the Scourge.
- Lessened the spread from the Heavy Caliber mod when used with the Scourge.
Hotfix 21.0.9 (2017-07-17)
- Fixed the Scourge not being affected by Heavy Caliber's accuracy reduction.
- Fixed the Scourge damaging or killing players when picking it up while paused in Limbo’s Rift before it hits the ground.
- Fixed the Scourge and Cycron Status lasting longer for the Host.
- (undocumented) Fixed projectile being able to bypass Nullifier bubbles.
Update 21.0 (2017-06-29)
- Introduced.
Last updated: Update 25.3 (2019-07-06)
See Also[]
Scourge Prime, the Primed counterpart.
Knell,
Harrow's signature sidearm.
CollapseResearch • Clan • Dojo | ||||||
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132 comments
Only one field can be deployed at a time. Throwing the spear will remove existing fields.
This is wrong, I had 3 fields up all pulsing last night in the Sim
Mmmm gimmie da wizard stick.
Howzit signature weapon if it lacks any signature weapon bonuses.
Finally I can pretend to be a Jaffa with my staff weapon.
Was the Scourge changed? Now if you throw it, it will "reload" back but the spear you threw will stay in the ground until you throw another one out. Video
Pretty sure that was a change they made to all spearguns when Veilbreaker dropped, so it automatically reloads and you can keep using it instead of picking it up. My Ferrox does that too, I can have the cc field down and still be shooting without picking the thing up. It's just a overall QOL change they made if I'm not mistaken
Are they ever going to give us the ability to quickly recall spearguns to our hand. Give us a mod or a unique speargun that can be reeled back in please.
Everyone trying to sell rivens for this thing 500, with CC, even though its 2%
It's coming with 0,5 dispo anyway so not like the rivens are honestly worth much even if it was SC instead of CC
It going to lose again kuva zarr anyway.
Rivens for new weapons/primes always get blown up in price, it'll go down in time. I just hope the scourge prime turns out good statwise.
Wow...that is one ripoff of a price. This thing SUCKS. I wouldn't even pay 30 for a godroll riven for it.
One of the weirder anti-armor weapons in the game and I love it. You need a good 2ndary pistol for the gimmick to work but there's lots of options for pistols. And it only makes sense in defense missions when one is mostly in one place. Though ensnare and Steel Path survival is certainly another option when you are dealing with hordes with armor.
I slot primed firestorm and I regret nothing
Scourge's Alt-Fire (Bullet Attractor)+ Pax Seeker + Arcane Precision = YES
Honestly one of my favorite weapons.
For those complaining about its usability, there are-shall I say-more thorough ways to exploit its magnificence, though they do require some specific setups. Which, honestly, may just incur more complaints.
First of all, Protea. Everyone talks about how great Larva is with her. Sadly, Larva and Scourge are incompatible, and so we must settle for Ensnare. This is because Scourge's bullet attractor fields don't get applied to ragdolled enemies, and Ensnare doesn't ragdoll, just 'sleeps.'
So anyway, against Corpus, the fact that the fields pull the projectiles around each enemy more than once makes it powerful already. But against Grineer, the fact that Blaze Artillery always crits can be exploited very heavily, and it doesn't hurt that the heat procs will be stripping armor pretty significantly along the way. It's not an instantaneous nuke, but it won't stop working until the enemies stop taking damage.
Second option, more speculative, is with Zephyr and Ensnare, or Khora and Airburst. Both use the same abilities, but the point is that the objective is to restrain numerous enemies and then hit as many of them as you can as many times as possible with Airburst to increase its explosion damage.
After further testing, I have concluded that the latter is inviable, as Airburst apparently overrides Ensnare's ragdoll prevention.
Also, who else is hyped for Scourge Prime?
Scourge prime... that's an interesting idea you brought there. You meant along with Harrow prime right?
I might need to prepare a handful of forma in preparation
I did indeed. They might also bring along Knell Prime.
If they bring Knell prime with Harrow prime, I hope they gave it a magazine increase so we don't need to use reload or magazine mods to actually use the death knell buff.
Secondary version of that alt-fire would be much appreciated
Compared to the high-end guns it's definitely not up there, although I guess it does fine by itself up to a certain point on lower levels.
I'm seeing this more as a complementary weapon to secondary & melee. Especially now that guns have their own "Galvanized Condition Overload".
Good on it are Fire Rate, Status Chance and Multishot. Crit. won't work unless you have external sources that give a flat bonus. Increasing Base Damage is of course fine, Punch Through is more on the not-recommended side. Only the final target (or wall) will have the explosion, which probably means less procs on what you're actually aiming at. Heavy Caliber might be worth considering (if there's room) to spread the procs more widely. Also, the projectiles aren't pinpoint, so you're often still hitting what you're aiming at even with HC. Bane mods of course, especially with DoTs (but it doesn't have Slash).
Alt fire of course helps you hit their heads with your secondary, which is especially useful with weapons that have high recoil or poor accuracy. Consider also weapons like Pandero and Kuva Kraken, their alt fire rapidly empties the rest of the magazine but aren't easy to handle.
Also, it's mentioned in the article but worth repeating: it has innate Reload While Holstered (includes when thrown). And if that's not enough, Tactical Reload is great for the Exilus slot.
Needs fix.
Went in at rank 22, got to 15 and 35 min in to survival.
Left MAtch it said it was 22, ranked it to 25(which is was in the combat, before I left)
ANd didnt go higher.
THEN it interferes with My Kuva Acrch gun, The gun locks up and wont shoot.
Also, With Garuda, and her sacrifice, it Kills it after a few seconds.
This game needs more spearguns
Agreed
There was a sentient one shows at Tennocon 2019.
Sentient? Even better!
You have to throw it at a flat surface or the bullet attractor gimmick seems not to work. Sloped walkways in particular are a problem when throwing it. The throw fails and you have to throw it again.
Unless you have enemies grouped together in the first place, the 13 meters bullet attractor gimmick is not wide enough, especially when the effect "pulses" rather then immediately working on the enemies.
It helps with 2ndaries that otherwise have a very poor ability to headshot but it is situational at best.
If you are not host, the visual effects around the heads of enemies are sometimes not present after the throw.
Wanted to like this rather expensive weapon to create because of the innate corrosion, but even with a riven cannot compete in Steel Path. The primary fire is most like the Astilla as a point of comparison, but you get more ammo then the Astilla. Both of these guns have a small explosion AoE on impact. The Scourge projectile travels a long distance and recoil is negligible. And you can easily have 3 element effects on the Scourge. So that's all good. But you have to pile on Fire Rate to get anything at all out of it. Then mod it for status effects since crits are impossible on the stats of the Scourge. This would be fine on a 2ndary pistol but on a primary the damage is not there to justify using it as a primary I had a 253% damage riven and it was OK. With a multishot riven, I was even less impressed. The alternate fire is a gimmick that works (!) but only if you really really want headshots with a pistol and you dont mind that the alternate fire has you sticking to that location since you have to throw the spear down onto the ground for the effect to work. So much of warframe these days is about moving around quickly that it further reduces the usefulness of the alternate mode, unless going into a defense mission.
More of a utility weapon like for lex incarnon i dont even have to aim and i have a full incarnon charge
This + Zymos = hilarity ensues. Add crit buffs for maximum pleasure.
Want to get that magic staff...
But THAT OXIUM AMOUNT needed to research it.
should i get this?
Yes, works well in terms of crowd control as it has area effect damage.