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 HarrowIcon272.png Harrow's signature speargun, firing fully automatic Corrosive b.png 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
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 240 Blueprint2.svg Blueprints Price:Credits64.png15,000
Tenno Lab Research ClanAffinity64.png 3,000
Time: 72 hrs
Prereq: Tonbo
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

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


  • Innate Corrosive b.png Corrosive damage – effective against Ferrite Armor and Fossilized.
  • Very high status chance.
  • Primary Fire shoots plasma projectiles in an automatic fashion, causing a small 1.7 meter explosion on impact with a surface or enemy.
  • Alternate Fire throws the Scourge, dealing damage and causing a 2 meter Bullet Attractor field on the heads of enemies near the impact point, allowing easier headshots with secondary weapons.
    • High Impact b.svg Impact damage and good Slash b.svg Slash damage – effective against shields and flesh.
    • Explosion bypasses Arctic Eximus globes and damages enemies within.
    • Explosion pushes enemies away from point of impact.
    • Consumes no ammunition.
  • Reloads 33% of the magazine per second while deployed or holstered.
  • High ammunition capacity.
  • Very ammo efficient.
  • Can benefit from Mod TT 20px.pngFirestorm, Mod TT 20px.pngAmalgam Furax Body Count, and Mod TT 20px.pngCautious Shot.


  • Innate Corrosive b.png Corrosive damage – less effective against Proto Shields.
  • Extremely low critical chance.
  • Low fire rate.
  • Low reload speed.
  • Projectiles have travel time.
  • All explosions inflicts self-stagger.
  • Primary fire explosion has linear damage falloff from 100% to 70% from central impact.
  • Alternate fire explosion has linear damage falloff from 100% to 40% from central impact.
  • Once 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.

Notes[edit | edit source]

  • The Scourge's projectiles explode upon contact, and allows ​Mod TT 20px.pngFirestorm​ 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. From testing, it appears as if the Bullet Attractor affect cannot be increased with status duration mods.
    • After thrown, the weapon's location will be marked with a blue icon on the minimap.
    • The weapon will return to the Warframe after 20 seconds, or when picked up by moving over the planted weapon. Doing the latter will remove all Bullet Attractor effects from enemies and will immediately equip the weapon.
    • The Bullet Attractor effect will apply to all enemies within 13 to 14 m, there is no cap. 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.
    • Mod TT 20px.pngFirestorm​ does not affect the size of the headshot bubble, nor does it increase the range a thrown Scourge will apply its effect to enemies.
    • Naturally, PriestPistol.png Knell, InfVomitGun.png Dual Toxocyst and Athodai.png Athodai will benefit greatly from the Scourge's alt-fire effects as they will easily gain their respective headshot buffs. Similarly, headshot-conditions for ArcanePistoleer64x.pngArcane Pistoleer and ArcanePrecision64x.pngArcane 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 replenishes approximately 15 ammo per second, or full reload in 2.5 seconds, which is a similar rate to its standard reload speed.
  • 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[edit | edit source]

  • 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.

Bugs[edit | edit source]

  • Mod TT 20px.pngAdhesive 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.

Media[edit | edit source]

Scourge Skins

Update History[edit | edit source]

Update 27.4

  • Fixed the Scourge projectile trail FX appearing distorted.

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Scourge: 30% / Alt Fire 60%

Update 27.2

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

  • 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

  • Fixed missing Scourge hit sounds.

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).

Update 22.0

  • Fixed Scourge not being affected by Adhesive Blast and Firestorm Mods.

Update 21.4

  • Removed Corrosive radial AoE from Scourge in Conclave.
  • Scourge's bullet attractor now lasts 3 seconds in Conclave.

Hotfix 21.3.1

  • 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

  • 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

  • Introduced.

Last updated: Update 25.3

See Also[edit | edit source]

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