Jat Kusar, The Crit All Day Melee

By Prince_Husky

Overall Grade : B+

Jat Kusar is one of the newest melee that comes in Update 21.2. Identical to other Blade and Whip melee, it comes with V polarity on stance and other 2 V’s on the mod slot which is very good and forma friendly. And since blade and whip melee only have 1 stance which is Defiled Snapdragon, you don’t need to waste a forma on its stance slot.


Though looking at the stats, it comes with 35% Critical chance and 2.5 Critical multiplier which making Jat Kusar is a critical weapon. But there is a problem which is its status chance. It is introduced with 5% status. You might be wondering, is this really good at endgame? I’ll tell you it is! Do a combination of a frame with a damage multiplier like banshee’s sonar that gives you critical multiplier boosts, and you can literally kill a level 130 Heavy Gunner within seconds!

Pros :

  • It is easy to build
  • High Crit chance, can synergies well with other damage buff frames
  • Forma friendly
  • Decent range

Cons :

  • Mastery 10 Weapon
  • Not very ideal to new players
  • Low Status
  • Slow attack speed

Jat Kusar Build

image2 (2 Forma by Prince_Husky) 

Notes: Elements may change depends on the enemy faction. Example Corpus, you can slap gas/magnetic.


Pro tip! : If you are using ash augment mod : Seeking Shuriken, slap on a viral status and you have no problem killing tougher enemies even bombards!


So, is this weapon worth to keep?

Yes it is! I’m still using this weapon consecutively on Mot – Void in 60 Minutes besides other weapon! Though I’ll keep trying to do longer runs with this weapon, still. This is Worth to keep!


Stats at Glance :

Mastery Level 10
Normal Attacks
Crit Chance 35.00%
Crit Multiplier 2.5x
Status Chance 5.00%
Heat 80.0

Scourge, Status at its Finest

Overall Grade: B+


The Scourge is a status-based Tenno spear gun. It is a great gun for status, having a base chance of 30% combined with AOE, along with innate Corrosive, allowing it to be combined with either Radiation and Viral, or Gas and Magnetic. Alongside amazing status, the Scourge also has good base damage, making the main fire solid all around. The only real downside is that it fires projectiles, making it more difficult to hit enemies from long distances.

The Scourge also has an alt fire that can be useful. Upon impact, the Scourge affects all enemies in a large area with a bullet attracting effect in an area around their heads. Any bullets fired into the attractor will automatically redirect to their head, generally resulting in a headshot. This effect is much better for Corpus because it simply adjusts the bullet’s path, not accounting for anything in the way such as armor on Grineer. Overall useful but the main fire is generally more reliable.

If you want a great status gun, Scourge is a very good way to go!


  1. Easily reaches 100% status chance
  2. Pure corrosive base damage
  3. Decently sized aoe, allowing for lots of status and good clearing of groups
  4. Good damage
  5. Very ammo efficient


  1. Fires slow projectiles
  2. Slow reload
  3. Alt fire isn’t very good against grineer and infested due to their hitboxes


The Scourge is an extremely effective weapon with Saryn, especially if you have gas and magnetic, because of the aoe and high chance of gas procs.

Scourge Build

1 FORMA BUILD20170702193026_1

The elements on this build can be changed, but gas and magnetic performed the best in simulacrum tests against all factions, with radiation and viral being a close second.

Overall the scourge is a solid A, being one of the best status hoses, and having good damage, able to kill most enemies on the star chart in 1-2 shots.

Stats At A Glance


Mastery Level


Magazine Size

20 rounds/mag

Max Ammo

540 rounds

Reload Time

Normal Attacks

Elemental Type


Elemental Dmg


Crit Chance


Crit Multiplier


Status Chance

Impact 455





Knell – Headshot Machine, but at what cost?

by Inn0x

Overall Grade: A- / B+


The Knell is Harrow’s new signature Pistol, released in the Chains of Harrow Patch (U21), and has a rather unique playstyle. It has a magazine size of one, but if you manage to aim decently and headshot, you gain a 3 second buff (Death Knell) which grants you 100% ammo efficiency–which basically means infinite ammo. This buff can be replenished during the 3 seconds, but sadly doesn’t stack, so you have to headshot at least once every 3 seconds, otherwise you’ll have to reload. The pistol works especially well on Harrow, because of his first ability (Condemn). It stuns all enemies in front of him completely, making headshots rather easy to achieve.

First of all, if you want to use this weapon, get your Formas ready. This weapon comes without any polarities and needs quite a lot of Formas–up to six depending on your build! The Knell has a physical damage of 150, which, compared to the Vaykor Marelok’s 160 is still pretty good, though the fire rate of the Knell is with 4.00 rounds/sec twice as high as the Marelok’s. They have the same crit chance of 20%, while the base Crit Damage is the same. This however isn’t for long, since the Knell gains Critical Damage multipliers for each headshot, 0.5x per, up to 1.5x damage. The status chance of the Knell, however, is 5%–miserable compared to the Marelok’s 35%. Recoil is also kind of important: the Knell has basically none, while the Vaykor has huge recoil, making the Knell’s ammo usage usually a lot better, since it’s missing less shots.

Now, the Knell seems like it would be good to use if you’ve got decent aim and can manage to headshot a lot. While yes, this is partly true, it gets really annoying to aim for headshots after the first 2-3 hours. Especially in Warframe, where the AI likes to just do its own thing, making it sometimes impossible to headshot. On Defense Missions, this weapon is somewhat worth considering, since it’s fairly easy to predict where to aim at and headshots become rather easy. Since it’s possible to get the reset from corpses, you can simply sit on the point and keep the buff up for almost the entire wave, most of the time. On other missions, I’d probably take the Vaykor Marelok, since it’s simply a lot more reliable, though it does get outperformed after the Death Knell buff gets stacked about 3-5 times, depending on crit and stat luck.

After all, I would recommend you try this thing out, it’s quite a lot of fun and damage. If it’s viable for late game content depends on your aim, but for Defense Missions it’s usually outperforming the Vaykor Marelok. For other types of Missions, the Vaykor Marelok usually outperforms the Knell, because you don’t have to aim for the head and can continue shooting after missing.

Knell Build:

I recommend playing the Knell like this:knell updated build

(Picture provided by Xalren-o Xiovanna, thanks :3)

Stats At A Glance

Mastery Level 10
Magazine Size 1 rounds/mag
Max Ammo  10 rounds
Reload Time  1.0s
Normal Attacks
Crit Chance 2.00%
Crit Multiplier 1.5x
Status Chance 20.00%
Impact 63
Puncture 69
Slash 18

Endura. Endure a little to see the results.


Overall Grade: A

Endura is the 2nd Rapier introduced into Warframe after Destreza. Unlike the Destreza, Endura is a status focused weapon and I have to admit that I like the Endura over the Destreza.

This weapon is not a 1 hit wonder, plus it have a slow attack speed, low crit chance and crit multiplier but it makes up with it’s Stance (due to guaranteed slash procs), is Puncture focused and high status chance. Making it usable on almost all situations. Slap on Condition Overload and you have a monster of a weapon.

No Forma & Event mods Build: 

Endura Cheap Build

My current Builds: 

Endura Corrosive BuildEndura Viral Build

Fun tip: Since Vulpine Mask guarantees slash procs, I used Condition Overload to deal more damage along with Relentless Combination that increases my Melee Combo Counter when a slash proc ticks. Furthermore, I used Weeping Wounds to increase my status chance based on my melee counter. With Relentless increasing my counter, I will deal more status. More status procs on Viral/Corrosive, easy kills.

Stats At A Glance:

Mastery Level 7
Normal Attacks
Crit Chance 5.00%
Crit Multiplier 2.0x
Status Chance 25.00%
Impact 4.75
Puncture 66.5
Slash 23.75