Scyther

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Scyther

Scyther

"Fast, spindly, human-sized combat mechanoids. They usually carry one primary ranged weapon, and their bodies are adorned with two articulated blades to make them deadly in melee combat. They don't use cover. Best handled by concentrated, overwhelming force."

Base Stats

Type
MechanoidCharacters

Armor

Armor - Sharp
25%
Armor - Blunt
10%

Pawn Stats

Move Speed
6.6 c/s
Health Scale
100% HP

Production

Melee Combat

Attack 1
Left blade
20 dmg (Cut)
30 % AP
100 second cooldown
Attack 2
Right blade
20 dmg (Cut)
30 % AP
100 second cooldown
Average DPS
0.12

Scythers are a type of fast-moving mechanoid with strong melee skills that can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most poison ships and psychic ships.

Scythers are often supported by centipedes, though they outrun them by a huge margin, and will not stop to let them catch up.

Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with an average health scale, making them trivial to disable at range with sufficient firepower. If you don't have very good long range firepower, it's better to try and get them into close quarters ranged combat due to their limited durability and because their superior long range firepower will be redundant at this point. Scythers are vulnerable to deadfall traps, with only a few hits required to kill them.

Scythers will always spawn equipped with the charge lance and will generally prefer to engage at range over melee. However, they are horrifyingly effective at melee, being the enemy with the highest melee DPS in game, surpassing that of the Thrumbo.

Downed scythers can be salvaged through a medical operation to obtain their blades so long as they are intact after battle. Shutting down a scyther will negate the opportunity to remove their parts. They can either be killed by directing a colonist to fire/melee it to death, or shut down by adding a medical bill. Dead scythers may be disassembled at the machining table for Steel 40, Plasteel 25, and Component 1, though these values are affected by mechanoid disassembly efficiency.

Graphs

The below graph assumes an uninjured scyther using a Normal charge lance. Values may differ as scythers will spawn with charge lances of differing quality.

Charge lance accuracy. Charge lance DPS.

Trivia

  • Scythers have a unique slashing sound when they use their melee attacks.

Version history

In 1.0 it will be split into two enemies; one is the Lancer with long ranged attacks, the other is the scyther with melee attacks only.