FANDOM


Blast targets with corrosive plasma projectiles, or toss the scepter to inflict nearby enemies with an energy field that amplifies their brain waves to attract bullets.

The Scourge is Harrow's signature Speargun, firing fully automatic Corrosive b 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.


Manufacturing Requirements
Credits64
15,000
DENitainExtract
2
Circuits64
2,500
Oxium64
350
PolymerBundle64
2,500
Time: 12 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 240 Blueprint2 Blueprints Price:Credits6415,000
Tenno Lab Research ClanAffinity64 3,000
Credits64
10,000
Morphics64
3
Oxium64
4,500
Ferrite64
7,250
Salvage64
9,750
Time: 72 hrs
Prereq: Tonbo
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Corrosive b Corrosive damage on its primary fire and primarily  Impact b Impact damage on its alt-fire.

Advantages:

  • Innate Corrosive b Corrosive damage – effective against Ferrite Armor and Fossilized.
    • Innate Corrosive b Corrosive damage can rapidly strip away armor.
    • Lack of physical damage; guaranteed to proc elemental damage types.
  • High Impact b Impact damage and good Slash b Slash damage on alt-fire – effective against shields and flesh.
  • Impacts from the primary fire on enemies or surfaces causes an explosion that damages all enemies in a small radius.
    • Does not deal self damage to the user.
  • Alt-fire throws the Scourge to deal damage and cause Bullet Attractor-like fields on the heads of enemies near the impact point, allowing easier headshots with secondary weapons.
    • Explosion bypasses Arctic Eximus globes and damages enemies within.
    • Explosion pushes enemies away from point of impact.
  • Very high status chance.
  • High ammunition capacity.
  • Very ammo efficient.

Disadvantages:

  • Innate Corrosive b Corrosive damage – less effective against Proto Shields.
  • Extremely low critical chance on both primary fire and thrown spear.
  • Projectiles have travel time.
  • Low fire rate.
  • Low reload speed.
  • Once the Scourge is thrown, the player will not be able to use it until it is either picked up or when it returns to the player after 20 seconds.
  • Secondary fire deals self damage to the user, and may also self-proc any modded status effects.

NotesEdit

  • 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 is a move that throws the weapon from your hand towards enemies, impaling enemies along its path with physical damage and inflicting a large area of effect that inflicts Corrosive damage on enemies as well as causing small Bullet Attractor-like fields to appear on their heads.
    • Bullets fired at enemies will be drawn to the head. This does not guarantee a headshot.
    • Bullet Attractor-like debuffs will be applied in 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. From testing, it appears as if the Bullet attractor affect cannot be increased with status duration mods.
    • The weapon, when thrown, will apply its bullet attract effect immediately when it hits an enemy or the ground. It will then pulse 3 times and reapply the bullet attration effect. Allowing the weapon remain in place until the 20-second timer runs out, which returns it to your hand, does not add an additional pulse at the end.
    • If you wait 20 seconds, the weapon will return to you, but will not instantly become your active weapon; your secondary or melee will remain your active weapon. On the other hand, if you do run over and retrieve the weapon, it instantly becomes available - there is no holster-switch time, you can use the scourge immediately.
    • Throwing the weapon does not cost ammo.
    • If you retrieve your thrown scourge, all bullet attraction effects will be removed from all enemies even if the 3 second-duration has not been met.
    • The Bullet attraction effect will apply to all enemies within range, there is no cap. the Range seems to be either 13m or 14m. There is no line of sight restriction.
    • Throwing Scourge at full ammo vs. 1 ammo left in the magazine does not seem to matter in any way.
    • Naturally, Knell and Dual Toxocyst will benefit greatly from the Scourge's alt-fire effects as they will easily gain their respective headshot buffs.
    • Firestorm​ does not affect the size of the headshot bubble, nor does it increase the range a thrown scourge will apply its effect to enemies, it remains 13m or 14m.

Tips Edit

  • Using dual-stat elemental and status chance mods, such as Malignant Force and Thermite Rounds, can make Scourge achieve 100% status chance.
    • With its innate Corrosive damage that is effective against heavily armored targets like the Grineer, it is possible to add two more elemental damage types to maximize its status-based damage potential (such as adding Gas b Gas damage against the Infestation — and to some extent, against other enemies because of its Toxin b Toxin gas procs — and Magnetic b Magnetic damage against Corpus robotics to make Scourge a versatile weapon against most if not all enemy types).
      • The above Corrosive-Gas-Magnetic build on the Scourge is found to be surprisingly effective at dealing with Nullifier Crewmen, as the procs can bypass through the nullifier bubble and deal direct damage on the crewmen themselves (this was tested on a lvl100 Nullifier Crewman in the Simulacrum).
    • Inherent Corrosive damage allows for optimal anti-Grineer builds, utilising all three of Corrosive, Viral, & Radiation damage types.
      • Viral damage gains a 75% damage bonus vs Cloned Flesh, possessed by all Grineer organic units.
      •  Corrosive damage deals 75% bonus damage to ferrite armor while Radiation damage deals 75%  bonus damage to alloy armor. Ensuring that one of these stats will always deal bonus damage.
  • Primary fire bypasses Frost´s Globes from both sides.
  • Tactical Reload works on this weapon while it is in a thrown state.

TriviaEdit

  • 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.
  • Scourge is the first fully-elemental weapon of Tenno origin.

BugsEdit

  • 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.

MediaEdit

  • Scourge in the Codex.

Update HistoryEdit

Hotfix 23.1.2
  • Fixed an issue with the Scourge's throw sounds playing when Modding.

Hotfix 22.12.3

  • Fixed the Scourge appearing to be rotated incorrectly when viewed on a surface

Update 22.12

  • Damage from direct hits increased from 30 to 70 (Primary Fire)

Hotfix 21.0.9

  • 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

  • Added to the game
WeaponsDamageCompare AllCosmetics