Understand Sydon
Useful when…
- Use normal attacks for the weapon’s puncture-heavy physical damage.
- Use Slam or Heavy Slam against nearby groups, accounting for their listed falloff.
- Consider it when a polearm’s 2.9 m listed range suits your melee spacing.
What are its attack properties?
Normal attacks deal 11.25 impact and 213.75 puncture damage, with 10% critical chance, a 2× critical multiplier, and 25% status chance. Slam Attack is a separate area attack listed at 450 blast damage, with falloff from 0 to 7 m and 50% reduction. Heavy Slam is listed at 675 blast damage, with falloff from 0 to 8 m and 30% reduction. The attack speed is 0.917; the listed melee range is 2.9 m.
How should you build around it?
The large puncture share defines its normal-attack damage profile, while its modest critical chance and higher status chance can inform how you prioritize compatible upgrades. Its Heavy Slam has a larger listed blast value than the ordinary Slam, but also uses a distinct area attack and falloff profile. Invest toward the mode you expect to use rather than treating the slam figures as normal-strike damage.
What are relevant alternatives?
Jat Kittag is another Grineer melee option, but it is a hammer rather than a polearm. Heliocor is a hammer with a different utility: fatal strikes scan when a Codex Scanner is equipped and has an available charge. Tenet Agendus is a sword and shield with heavy-attack energy disks. These alternatives have distinct handling or utility, so their descriptions do not make them direct substitutes for Sydon’s long polearm reach.
What should you avoid assuming?
Sydon’s normal attack’s 25% status chance does not carry over to its slams, which list 10% status chance. The slam damage types are blast, while the ordinary attack is impact and puncture. Its 0.917 attack speed and 0.9-second Heavy Attack wind-up are useful handling considerations when choosing between repeated strikes and heavy attacks.
Limitations and tradeoffs
- Normal attacks are puncture-heavy and have only 10% critical chance.
- Slam attacks use separate blast damage and lower listed status chance.
- Heavy Attack wind-up is 0.9 seconds.
Common mistakes to avoid
- Do not treat the 450 blast Slam value or 675 blast Heavy Slam value as normal-attack damage.
- Do not carry the normal attack’s 25% status chance over to slam attacks.






