Scythe: Difference between revisions

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|keywords= PHIGHTING, PHIGHTING!, ROBLOX, shooter, FPS, TPS, boggio, phight, phighter, phighters, wiki, fandom, miraheze, wikia, mediawiki, scythe, rifle, new, new phighter, scythe guide, cowgirl, cowboy, lost temple, dove vs crow, phestival, phestivals
}}
{{PhightersubpagePhighterNav}}
{{Character
| name = {{PAGENAME}}
Line 9:
</choose>
| class = Ranged
| health = 100
| shield = 50
| faction = [[Lost Temple]]
| health = 75
| shield = 75
| addedin = [[V0.8.0]]
| chatcolor = {{Color|{{ClassColor|Scythe}}}}
}}
 
'''{{PAGENAME}}''' is a [[:Category:Characters/Phighters/Ranged|ranged]] Phighter. She was released on 24 February 2024 with [[V0.8.0]] and the [[Dove vs. Crow]] [[Phestivals|Phestival]].
 
==Overview==
'''Scythe''' is a ranged [[Phighters|Phighter]] that specializes in both ranged and close-quarters combat, blending melee and ranged styles through her Scythe and Gun forms.
TBA
 
In Gun form, {{Abilitylink|ScythePrimaryGun}} dishes out high and consistent mid-range damage, complemented by {{Abilitylink|ScytheQGun}} and {{Abilitylink|ScytheEGun}} for burst damage at long and close ranges. {{PAGENAME}} is at her most mobile while in Scythe form, using {{Abilitylink|ScythePrimary}} and {{Abilitylink|ScytheE}} to chip away and pressure the enemy, and {{Abilitylink|ScytheQ}} to burst them down at range. Scythe form abilities deal more damage based on the enemy's hitpoints, granting an advantage against healthier targets. Her two unique Phinishers give {{PAGENAME}} both single-target kill confirmation with {{Abilitylink|ScythePhinisher}} and high damage crowd control through {{Abilitylink|ScythePhinisherGun}}. The short cooldown of {{Abilitylink|ScytheSecondary}} lets her switch between forms constantly and be as versatile as possible.
==Abilities==
 
Her passive, {{Abilitylink|ScythePassive}}, gives her a limited 'ammo' resource she must use wisely to keep a consistent damage output, the random target it also gives means she must be ready for a matchup against any Phighter.
<!--
General Notes:
The ability types are: Passive, Ability (default), Buff/Utility, Mobility, Ultimate
The last value shouldn't have a line break (<br>) as this'll add an extra, unneeded line at the bottom of the cell.
 
{{Clear|both}}
Ability order on class pages (from top to bottom) should be:
Passive / LMB / RMB / Q / E / Ultimate
-->
 
==Abilities==
<!--Passive Ability-->
{{PAGENAME}} has two different forms which give different sets of abilities: '''Scythe form''' and '''Gun form'''. These forms can be switched around by using {{Abilitylink|ScytheSecondary}}.
{{Abilitytable
 
|Eye on the Target
{{AbilityNew
|[[File:placeholder.png|150x150px]]
|color = #{{ClassColor|Scythe}}
|Passive
|tabclass = Scythe
|N/A
|ability = Eye on the Target
|A random enemy is chosen as your target, shooting them for the first time deals bonus damage and grants ammo, attacks on them grants ammo. Your target will switch if you do not attack them.
|icon = Placeholder.png
|'''Max ammo''': 250
|type = Passive
|description = A random enemy is chosen as your target, shooting them for the first time deals bonus damage and grants ammo, attacks on them grants ammo. Your target will switch if you do not attack them.
|details = '''Damage:''' 10% of current hitpoints (min. 8) (first hit)<br>'''Ammo gain:''' +50 (first hit), +75 (kill/assist)<br>'''Ammo regeneration rate:''' 1.67/second<br>'''Max. ammo:''' 250<br>'''Mark duration:''' 30 seconds (without attacking enemy), X seconds (after attacking enemy)
|notes = {{ListFix}}
* Shared between both forms.
* {{PAGENAME}} will gain 20% {{Status|Haste}} and the mark's visuals become larger and clearer if over 50 studs away from the marked target.
** However, passive {{Status|Haste}} is lost for a short period if {{PAGENAME}} attacks an unmarked enemy.
* The marked target is highlighted and can be seen through walls.
* Killing a marked target generates bonus Phinisher points, granting 12 Phinisher points or 10% Phinisher charge.
* While in Gun form, {{PAGENAME}} cannot passively regenerate ammo past 50.
* All Gun form abilities apart from {{Abilitylink|ScythePhinisherGun}} cannot be casted if ammo is at 0.
* 1/3 of ammo is retained after respawning, with a minimum of 25.
* Contrary to the in-game description, the bonus damage and ammo are activated upon any damage from {{PAGENAME}}.
|demo = [[File:Demo ScythePassive.webm]]
}}
''Details:''
 
{{AbilityNew
 
|color = #{{ClassColor|Scythe}}
<!--
|tabclass = Scythe
Weapon-type Ability
|ability = Harvest / Let 'Er Rip
 
|icon = Placeholder.png
The main types of aiming are:
|type = Primary
Melee / Projectile / Hitscan / Targeted
|description = '''Harvest (Scythe form):''' <br> Swing your scythe, dealing bonus damage at its tip. <br><br> '''Let 'Er Rip (Gun form):''' <br> Shoot your gun, losing accuracy the longer you shoot.
-->
|details = {{Stance
 
|'''Harvest:'''<br>Damage: 10<br>Tip damage: 5 + 10% of current hitpoints (min. 10)<br>Fire rate: ---<br>Ammo gain: +2, +5 (tip)<br>Range: 20 studs<br>Dash force: ---
{{Abilitytable
|'''Let 'Er Rip:'''<br>Damage: 3 per bullet<br>Fire rate: ---<br>Projectile speed: ---<br>Ammo cost: 1 per bullet<br>Max. bullet spread and recoil: after ~30 shots<br>Spread recovery time: 0.4 seconds<br>{{Status|Slow}} penalty: 10%<br>{{Status|Bound}} penalty: 25%
|Let 'Er Rip / Harvest
}}
|[[File:placeholder.png|150x150px]]
|notes = {{ListFix}}
|Primary
'''Harvest:'''
|Melee/Projectile
* Plays a critical hit indicator when hitting enemies at its tip.
|Swing your scythe, dealing bonus damage at its tip. Shoot your gun, losing accuracy the longer you shoot.
* Will gain 2 ammo each swing if an unmarked target is hit.
|'''Let 'Er Rip:'''<br>Damage: 3 per bullet<br>
* Its tip damage is calculated differently from its normal damage, it is ''not'' added bonus damage.
|[[File:Demonstration ScytheM1Gun.webm]] [[File:Demonstration ScytheM1Scythe.webm]]
|demo = [[File:Demo ScytheM1.webm]] [[File:Demo ScytheM1Gun.webm]]
}}
''Details:''
 
{{AbilityNew
 
|color = #{{ClassColor|Scythe}}
<!--
|tabclass = Scythe
Aimed Ability
The |ability aim types should be: = Switcheroo
|icon = AbilityIcon Scythe M2.png
Melee / Projectile / Hitscan / Lock-on / Targeted
|type = Secondary
-->
|description = Switch between Scythe form and Gun form.
 
|details = '''Casting time:''' 1 second<br>'''Cooldown:''' 1 second
{{Abilitytable
|notes = {{ListFix}}
|Switcheroo
* Shared between both forms.
|[[File:AbilityIcon Scythe M2.png|150x150px]]
|demo = [[File:Demo ScytheM2.webm]]
|Secondary
|N/A
|Switch between Scythe form and Gun form.
|'''Time to swap:''' 1 second
|[[File:Demonstration ScytheM2.webm]]
}}
''Details:''
* Scythe can only naturally regenerate up to 50 ammo in gun mode.
 
 
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Scythe}}
|Bull's-eye / Flat-hat
|tabclass = Scythe
|[[File:AbilityIcon Scythe Q Gun.png|150x150px]] [[File:AbilityIcon Scythe Q Scythe.png|150x150px]]
|ability = Flat-hat / Bull's-eye
|Q Ability
|icon = AbilityIcon Scythe Q.png
|Projectile
|type = Q Ability
|Jump and fire a projectile, use 50 ammo to fire an additional projectile. Hold to charge a bullet that stuns and deals knockback if charged long enough.
|description = '''Flat-hat (Scythe form):'''<br>Jump and fire a projectile, use 50 ammo to fire an additional projectile.<br><br>'''Bull's-eye (Gun form):'''<br>Hold to begin charging a bullet that stuns and deals knockback if charged long enough, recast or use primary to fire early.
|'''Bull's-eye:'''<br>Damage: 8-50<br>Stun time: 0-1 second<br>{{Status|Slow}} penalty: 10%-30%<br>{{Status|Bound}} penalty: 100%<br>Max charge time: 1.5 seconds<br>'''Flat Hat:'''<br>Damage: x + 5% of enemy's health<br>Hop distance: 15 studs
|details = {{Stance
|[[File:Demonstration ScytheQGun.webm]] [[File:Demonstration ScytheQScythe.webm]]
|'''Flat-hat:'''<br>Damage: X + X% of current hitpoints (min. 12)<br>Fire rate: ---<br>Projectile speed: ---<br>Projectile lifetime: ---<br>Ammo gain: +10<br>Ammo cost: 50 per recast<br>Jump height: 15 studs<br>Cooldown: 12 seconds<br>
|'''Bull's-eye:'''<br>Damage: 4-40<br>{{Status|Stun}} duration: 0-1 second<br>Ammo gain: +50% of ammo used<br>Ammo cost: 1-50<br>Max. charge time: 1.25 seconds + 0.25 seconds after max.<br>Knockback force: ---<br>{{Status|Slow}} penalty: 10%-30%, 100% (after firing)<br>{{Status|Bound}} penalty: 100%<br>Cooldown: 2 seconds}}
|notes = {{ListFix}}
'''Flat-hat:'''
* Pushes {{PAGENAME}} backwards when jumping.
* Using other abilities will cancel firing the initial projectile and cause {{PAGENAME}} to levitate for a moment.
* Projectiles can pierce through multiple enemies.
'''Bull's-eye:'''
* Applies {{Status|Stun}} only after at least 33 ammo has been used, which converts into at least 26 damage dealt.
* Will fire automatically when fully charged.
* Will still recover ammo if an unmarked target is hit.
* Contrary to the in-game description, Bull's-eye is charged by tapping and fired by recasting or using primary.
|demo = [[File:Demo ScytheQ.webm]] [[File:Demo ScytheQGun.webm]]
}}
''Details:''
*
 
{{AbilityNew
|color = #{{ClassColor|Scythe}}
|tabclass = Scythe
|ability = Chasing Flourish / Bullet Blaze
|icon = AbilityIcon Scythe E.png
|type = E Ability
|description = '''Chasing Flourish (Scythe form):'''<br>Dash forwards, use 50 ammo to dash an additional time.<br><br>'''Bullet Blaze (Gun form):'''<br>Shoot 20 bullets forwards in a spread pattern.
|details = {{Stance
|'''Chasing Flourish:'''<br>Damage: 12 (dash) + X + X% of current hitpoints (min. 15) (spin)<br>Ammo gain: +10 (dash), +25 (spin)<br>Ammo cost: 50 per recast<br>Dash distance: 20 studs<br>Spin height: ---<br>Cooldown: 8 seconds<br>
|'''Bullet Blaze:'''<br>Damage: 3 per bullet<br>Projectile speed: ---<br>Projectiles: 20<br>Ammo cost: 20<br>Endlag: 1.5 seconds<br>Knockback force: --- (recoil)<br>{{Status|Slow}} penalty: 30% for 0.5 seconds<br>{{Status|Bound}} penalty: 25% for 0.5 seconds<br>Cooldown: 3 seconds}}
|notes = {{ListFix}}
'''Chasing Flourish:'''
* The dash occurs in the direction of the crosshair.
* The spin can be canceled by using other abilities and causes {{PAGENAME}} to levitate for a moment.
* Will gain 5 and 10 ammo from the dash and spin, respectively, if an unmarked target is hit.
'''Bullet Blaze:'''
* When using Bullet Blaze while below 20 ammo, all remaining ammo will be shot.
* The self-knockback from recoil occurs in the direction opposite of where it is aimed.
* Fires its bullets in an 8-pointed star pattern.
|demo = [[File:Demo ScytheE.webm]] [[File:Demo ScytheEGun.webm]]
}}
 
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Scythe}}
|Bullet Blaze / Chasing Flourish
|tabclass = Scythe
|[[File:AbilityIcon Scythe E Gun.png|150x150px]] [[File:AbilityIcon Scythe E Scythe.png|150x150px]]
|ability = Stalking Ambush / Final Serenade
|E Ability
|icon = AbilityIcon_Scythe_Ult.png
|Melee/Projectile
|type = Phinisher
|Dash forwards, use 50 ammo to dash an additional time. Shoot 20 bullets forwards.
|description ='''Stalking Ambush (Scythe form):'''<br>Become invisible for 15 seconds and be able to teleport to and apply your target to a nearby enemy.<br><br>'''Final Serenade (Gun form):'''<br>Rapid fire in a circle around you, shoot a high damage blast at the end.
|'''Bullet Blaze:'''<br>Damage per pellet: 3<br>Number of pellets: 20<br>Ammo cost: 20<br>Endlag: 1.5 seconds<br>Cooldown: 2 seconds<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 25%<br>'''Chasing Flourish:'''<br>Damage: 12 (initial dash) + (15 + 5% of enemy's health) (hop)
|details = {{Stance
|[[File:Demonstration ScytheEGun.webm]] [[File:Demonstration ScytheEScythe.webm]]
|'''Stalking Ambush:'''<br>Damage: 25 + 10% of current hitpoints (min. 30)<br>Ammo gain: +50<br>Endlag: 1 second<br>Max. duration: 15 seconds<br>{{Status|Haste}}: 300%-75% (over 3 seconds)<br>{{Status|Bounce}}: 50%<br>'''Phinisher points:''' 125
|'''Final Serenade''':<br>Damage: 9 per tick (196 total)<br>Ticks: 20<br>Ammo gain: +1 per tick<br>Radius: 20 studs<br>Duration: 2 seconds<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 100%<br>'''Phinisher points:''' 125
}}
|notes = {{ListFix}}
''Details:''
'''Stalking Ambush:'''
 
* {{PAGENAME}} is unable to use any other abilities or gain Phinisher points while in Stalking Ambush.
<!--
* The semi-transparent outline of the player during Stalking Ambush is visible to all allies.
Ability Type B: Unaimed
* Enemies are highlighted and can be seen and targeted through walls.
Any ability that isn't aimed (such as mobility) would go here.
* The teleport occurs 0.5 seconds after targeting an enemy, only to the location they were when initially targeted.
-->
* If casted while mid-air, {{PAGENAME}} will levitate for a short moment before gradually falling.
 
'''Final Serenade:'''
<!--
* Its hitbox extends much farther vertically and slightly more horizontally than its visuals show.
Ability Type C: Ultimate
|demo = [[File:Demo ScytheUlt.webm]] [[File:Demo ScytheUltGun.webm]]
This ability can be aimed or a buff/mobility.
If it is not an aimed ability, reference Ability Type B.
-->
 
{{Abilitytable
|Final Serenade / Stalking Ambush
|[[File:AbilityIcon Scythe Ult.png|150x150px]]
|[[Phinisher]]
|AoE/Melee
|Become invisible for 15 seconds and be able to teleport to and apply your target to a nearby enemy. Rapid fire in a circle around you, shoot a high damage blast at the end.
|'''Final Serenade''':<br>Damage per tick: 8<br>Radius: 20 studs<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 100%<br>Duration: 2 seconds<br>'''Stalking Ambush:'''<br>Damage:<br> {{Status|Haste}}: 300%-75%<br>{{Status|Bounce}}: 50%<br>'''Phinisher points:''' 125
|[[File:Demonstration ScytheUltGun.webm]] [[File:Demonstration ScytheUltScythe.webm]]
}}
''Details:''
* Scythe is unable to use any other abilities while in Stalking Ambush.
* Similar to [[Shuriken|Shuriken's]] {{Abilitylink|ShurikenE}}, a semi-transparent outline of the player during Stalking Ambush is visible to all allied teammates.
 
==Strategy==
{{Phighterproscons
|
|*Pros
* Versatile both at range and in close-quarters.
|*Cons
* High damage potential and short cooldowns with Gun form.
* Exceptional mobility and advantage against higher health enemies with Scythe form.
* Two unique Phinishers.
|
* Passive's target is chosen at random.
* Fewer options if unable to kill target or ammo runs out.
* Fairly squishy for a melee playstyle at 150 hitpoints.
* Vulnerable while in Gun form.
* Long cooldowns in Scythe form.
}}
{{PAGENAME}} is a ranged Phighter who uses her unique trait of both melee and ranged capabilities to weave in and out of the battlefield. When playing as {{PAGENAME}}, it is important to keep track of your ammo, a limited resource that most of your abilities consume, and make decisions and change playstyles based on how much ammo you can afford to use and how much you'll need to keep. {{PAGENAME}}'s best strategy to keep ammo up is to play aggressively, always keeping track of your target to eliminate them and cycle through targets faster to gain more and more ammo. Although it is effective to play aggressively, {{PAGENAME}} must also know when to disengage from a fight as her below average health pool of 150 hitpoints can only sustain her for so long. Scythe form's M1 and E still grant ammo on non-target enemies, giving {{PAGENAME}} an option to fall back on. Despite having melee capabilities. {{PAGENAME}} cannot sustain a frontline as well as actual melee Phighters, {{PAGENAME}} works best with frontliners ([[Sword]], [[Ban Hammer]], [[Boombox]], etc.) to draw attention away from {{PAGENAME}} and let her get damage in with less risk of being a main target.
 
{{PAGENAME}}'s role in the battlefield is similar to a "jack of all trades". She is able to deal big damage to an enemy's frontline, harass the backline consisting of support and ranged Phighters, and deal single-target focused and crowd control damage. {{PAGENAME}} is also able pressure to enemies with her far-reaching melee attacks and high mid-range DPS. {{PAGENAME}} maintains her best movement and aggressive capabilities with her Scythe form, able to rush down enemies with E and chip away at them with M1 and Q. Scythe form abilities have a trait of dealing more damage to higher health targets, making them a good opening against more healthy enemies. Gun form boasts the highest DPS of her kit with the trade-off of leaving {{PAGENAME}} much more vulnerable. The low cooldown of Switcheroo allows {{PAGENAME}} to switch between these forms constantly as needed.
 
Attempt to use your Phinishers often, as the relatively low cost of 125 Phinisher points along with gaining bonus points by killing your target lets {{PAGENAME}} provide as much impact as possible over and over again.
 
Positioning correctly is very important with {{PAGENAME}}, as it allows her to get in and out of fights easier, get a better line of sight to an enemy's backline, and lets enemies get into range of her melee attacks quickly. Being caught in a bad spot could lead you to wasting movement abilities. Try to position yourself at a flanking angle to not let yourself be the main focus. Staying near map terrain is useful if you ever need to escape or juke an enemy.
 
===Ability usage===
* {{Abilitylink|ScythePassive}}
* Passive
** Any damage to the target will activate its bonus damage and ammo. Use {{PAGENAME}}'s faster ranged attacks like {{Abilitylink|ScythePrimaryGun}} or {{Abilitylink|ScytheQGun}} to damage them as soon as possible.
** placeholder
** The target can be seen through walls, use this to your advantage for surprise attacks.
* Primary
** Be careful to not focus solely your target. If at sufficient enough ammo or in an unfavorable position to kill your target, focus on other enemies as well.
** placeholder
* {{Abilitylink|ScytheSecondary}}
* Secondary
** Constantly switch between forms to maximize {{PAGENAME}}'s kit and be as versatile as possible.
** placeholder
** Stay in Scythe form while out of combat, as passive ammo regeneration stops above 50 while in Gun form.
* Q Ability
'''Scythe form:'''
** placeholder
* {{Abilitylink|ScythePrimary}}
* E Ability
** Distance yourself from the enemy to make use of Harvest's % of current health tip damage. Use its quick and hard to predict movement to juke enemies and around terrain.
** placeholder
** Use Harvest as your main ammo source when running low, as it costs no ammo to use and provides consistent ammo gain even on unmarked enemies.
* Phinisher
** {{PAGENAME}}'s movement with Harvest has a few unique interactions:
** placeholder
*** Walking into a wall while attacking with Harvest causes {{PAGENAME}} to cling to it and fall much slower. Use this to stall if needed.
*** Using Harvest when walking into a steep slope launches {{PAGENAME}} upwards.
* {{Abilitylink|ScytheQ}}
** Can be a more favorable ranged option over Gun form abilities as it does not leave {{PAGENAME}} as vulnerable, is more accurate at longer ranges than {{Abilitylink|ScythePrimaryGun}}, and makes use of Scythe form's % of current health damage.
** Fire only a couple projectiles to conserve ammo.
** Can pierce multiple enemies for some small crowd control.
** Could be used for movement with its height and hover time, though not recommended to be its main use due to its long 12-second cooldown.
** The backwards push force while jumping can be negated by turning around before casting Flat-hat then immediately turning back.
* {{Abilitylink|ScytheE}}
** Use Chasing Flourish as a quick escape tool, to juke enemies, and for closing medium to short distances.
** Can be used for crowd control by dashing into enemies multiple times and using its spin on groups of enemies.
** The dash and spin grant more ammo compared to Scythe form's other abilities, use for a quick burst of ammo if needed.
** Canceling Chasing Flourish's spin with {{Abilitylink|ScythePrimary}} can be used for extremely fast horizontal movement, although sacrificing its spin damage and a bit of height.
* {{Abilitylink|ScythePhinisher}}
** Use Stalking Ambush on enemies at half health or lower to confirm the kill and significantly boost your ammo, or to place your target on more high-priority enemies: frontliners such as [[Ban Hammer]], [[Katana]], and support Phighters such as [[Medkit]].
** Can be used if {{Abilitylink|ScythePassive}} rolls an unfavorable target, like a difficult to hit [[Skateboard]].
** Its decently long 15-second duration allows {{PAGENAME}} to stall for a while. {{PAGENAME}} can stay in Stalking Ambush while waiting for a more favorable position to attack, such as an enemy leaving their team.
** Avoid using it on fast-moving enemies, as Stalking Ambush only teleports to where the enemy was when initially targeted, causing you to miss the extra damage.
** Could be used for escaping fights with its short Phinisher animation and burst of {{Status|Haste}}.
** {{PAGENAME}} can still be damaged while in Stalking Ambush, be careful as to not walk into enemy attacks.
'''Gun form:'''
* {{Abilitylink|ScythePrimaryGun}}
** Use Let 'Er Rip for softening up targets at mid-range and picking off low health enemies.
** Use in very short, less than 1-second bursts as it quickly loses accuracy and gains more recoil the longer it is held.
* {{Abilitylink|ScytheQGun}}
** Use Bull's-eye to pick off enemies from afar or to interrupt them constantly with its {{Status|Stun}}, knockback, and short cooldown.
** Very punishing if missed, as it consumes up to 50 ammo and leaves {{PAGENAME}} vulnerable while charging and after firing. Use Bull's-eye from a safe position or while not in immediate danger.
** Can be charged quickly for a faster but weaker attack, useful for activating your target's bonus damage and ammo from a longer distance.
* {{Abilitylink|ScytheEGun}}
** Use Bullet Blaze at close-range as its damage decreases dramatically at longer ranges. 15 or less studs from the enemy is its most effective range.
** The knockback from recoil can launch {{PAGENAME}} up vertically if aimed downwards. Use for vertical movement over {{Abilitylink|ScytheQ}} as it has a much shorter cooldown and gains about the same height. Can also be used as a pseudo-"double jump".
* {{Abilitylink|ScythePhinisherGun}}
** Surprise enemies with Final Serenade as its short duration and radius could lead to enemies walking out of range and reducing its effectiveness.
*** Use {{Abilitylink|ScytheEGun}}, {{Abilitylink|ScytheQ}}, or {{Abilitylink|ScytheE}} for vertical height before casting and dropping down on enemies. Depending on the map, terrain could be used as well.
*** Cast while enemies are distracted and looking away from you, such as being focused on your other teammates.
** Has a much higher vertical hitbox than it seems, being able to hit enemies stuck in [[Subspace|Subspace's]] {{Abilitylink|SubspacePhinisher}} if casted at ground level.
** [[Katana|Katana's]] {{Abilitylink|KatanaE}} can soak up nearly all damage from Final Serenade and massively punish {{PAGENAME}}. If targeting a Katana, make sure their Foul Counter is on cooldown.
 
===Counterplay against {{PAGENAME}}===
* Very vulnerable while in Gun form with much slower movement. A {{PAGENAME}} switching to Gun form gives you a window to attack.
 
* {{PAGENAME}}'s damage output is significantly reduced if she runs out of ammo, making her more vulnerable to being targeted with less ways to counter it or escape.
* Scythe doesn't have a insane damage output with her scythe, although it can still be deadly, her rifle however, racks up incredible damage in very short time, so try dodging as many of the bullets as you can and punish her during it because she can't really move.
* Being able to juke around terrain using {{Abilitylink|ScythePrimary}} is one of the strongest parts of her kit, leading {{PAGENAME}} into an open area gives her less options for dodging attacks.
* If you are a {{PAGENAME}}'s chosen target, attempt to avoid or kill her as much as possible to reduce her ammo gain. Try to avoid getting isolated and stick with your team.
** Being a marked target could be used to lure her away, such as from the [[Conquer]] point objective or away from her own team.
** If a {{PAGENAME}} might target you with {{Abilitylink|ScythePhinisher}}, try to lure her into an unfavorable position, like into the middle of your team or near damaging map hazards.
 
==[[Badges|Badge]]==
<table class="fandomphtable" width="70%" style="text-tablealign:center;">
<tr>
<th>Name</th>
Line 162 ⟶ 241:
</tr>
<tr>
<td> ''scythe badgeN/A'' </td>
<td> [[File:Placeholder.png|150x150px]] </td>
<td> N/A </td>
Line 171 ⟶ 250:
==Trivia==
'''General:'''
* Scythe{{PAGENAME}} is based on the [https://www.roblox.com/catalog/218631128/Green-Laser-Scythe Laser Scythe] gear.
* Scythe{{PAGENAME}}'s character theme is "[[THE MOST WANTED]]".
* Scythe{{PAGENAME}} speaks with a Southern accent.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738474691927457792/i-ask-this-as-a-born-and-raised-texan-would-miss?source=share Tumblr post].</ref>
* {{PAGENAME}} has a darker skin tone in comparison to other Phighters, being a light shade of gray rather than the typical white.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738476354331410432/judging-by-the-most-recent-drawing-of-scythe-and?source=share Tumblr post].</ref>
* Scythe is based on [https://en.wikipedia.org/wiki/Bayonetta_(character) Bayonetta].<ref>Confirmed by aidn in the [https://discord.com/channels/933210573297057812/1003919647151771658/1191874741888364604 boggio community Discord].</ref>
* During [[PHIGHTING! 4|April Fools' 2024]], {{PAGENAME}} was renamed to alastor, and remodeled to reference Alastor from [https://en.wikipedia.org/wiki/Hazbin_Hotel Hazbin Hotel].
** If she had a voice, she would sound like a 'Southern Bayonetta'.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738465086635737088/helllooo-scythe-male-wife-herej-just-wondering-if?source=share Tumblr post].</ref>
* The right side of her face is based off of [https://biosector01.com/wiki/Kopaka_(Generation_1) Kopaka] from the Bionicle series.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738464718915764224/sorry-for-the-second-ask-but-is-the-right-side-of?source=share Tumblr post].</ref>
* Scythe has a darker skin tone in comparison to other Phighters, being a light shade of gray rather than the typical white.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738476354331410432/judging-by-the-most-recent-drawing-of-scythe-and?source=share Tumblr post].</ref>
 
'''Development:'''
* {{PAGENAME}} is largely inspired by [https://en.wikipedia.org/wiki/Bayonetta_(character) Bayonetta].<ref>Confirmed by aidn in the [https://discord.com/channels/933210573297057812/1003919647151771658/1191874741888364604 boggio community Discord].</ref>
*
** Her voice would sound similar to a 'southern Bayonetta'.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738465086635737088/helllooo-scythe-male-wife-herej-just-wondering-if?source=share Tumblr post].</ref>
* {{PAGENAME}}'s render pose is inspired by one of the covers for [https://en.wikipedia.org/wiki/Chainsaw_Man Chainsaw Man]. <ref>Confirmed by pix in the [https://discord.com/channels/933210573297057812/964708430508077126/1214970606458511360 boggio community Discord].</ref>
* The three lenses that cover one of {{PAGENAME}}'s eyes are inspired by [https://biosector01.com/wiki/Kopaka_(Generation_1) Kopaka] from the Bionicle series.<ref>Confirmed by Soda in a [https://www.tumblr.com/soda-stuff/738464718915764224/sorry-for-the-second-ask-but-is-the-right-side-of?source=share Tumblr post].</ref>
 
'''Skins:'''
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- Try to keep consistent with the rest of the format.
- Passives and regular abilities use cooldown, while Ultimates use cost (technically a cooldown, but it can be reduced by dealing damage/healing, so it is different)
 
'''[[V0.8.0/Additional Versions#|]]'''
-->
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'''[[V0.8.0/Additional Versions#25 June 2024|25 June 2024]]'''
'''2 January 2024'''
* Added new SFX for {{Abilitylink|ScythePrimary}}.
* Scythe is revealed to the public.
 
'''[[V0.8.0/Additional Versions#24 May 2024|24 May 2024]]'''
* '''BUG FIX:''' Fixed bug where {{PAGENAME}} would get softlocked.
 
'''[[V0.8.0/Additional Versions#14 May 2024|14 May 2024]]'''
* Released changes from [[V0.8.0/Additional Versions#9 May 2024|9 May 2024]] to public servers.
 
'''[[V0.8.0/Additional Versions#9 May 2024|9 May 2024]]'''<br>
This version released in [[Servers#Private Servers|private servers]] only.
* Adjusted positioning of all bullet spawns.
* Now gains ammo from {{Abilitylink|ScythePrimary}} and {{Abilitylink|ScytheE}} even when not hitting passive-assigned target.
* {{Abilitylink|ScythePrimaryGun}}
** Let 'Er Rip now loses control faster, but has a lower max spread and recovers after 0.4 seconds rather than 0.5 seconds.
* {{Abilitylink|ScytheEGun}}
** Cooldown increased from 2 seconds to 3 seconds.
* {{Abilitylink|ScytheQGun}}
** Is now a hitscan attack rather than projectile.
** Max damage decreased from 50 to 40.
** Max charge time decreased from 1.5 seconds to 1.25 seconds (shot can still be held for 1.5 seconds).
 
'''[[V0.8.0/Additional Versions#23 April 2024|23 April 2024]]'''
* Added new [[Scythe/Dialogue|dialogue lines]] for first bloods, revenges, shutdowns, and resurrects.
 
'''[[V0.8.0/Additional Versions#22 April 2024|22 April 2024]]'''
* Added new [[Scythe/Dialogue|dialogue lines]] for first bloods, revenges, shutdowns, and resurrects.
 
'''[[V0.8.0/Additional Versions#6 April 2024|6 April 2024]]'''
* {{Abilitylink|ScytheE}}
** Adjusted Y force to make up for the new gravity change (from 15 -> 10).
 
'''[[V0.8.0/Additional Versions#27 March 2024|27 March 2024]]'''
* Hitpoints adjusted from 100 to 75 {{Hitpoints|Health}} and from 50 to 75 {{Hitpoints|Shield}}.
* '''BUG FIX:''' Fixed an issue where the ammo count upon respawning was inconsistent.
 
'''[[V0.8.0/Additional Versions#15 March 2024|15 March 2024]]'''
* '''BUG FIX:''' Fixed issues with damage calculations and detection on {{Abilitylink|BoomboxE}} and [[Vine Staff|Vine Staff's]] sprouts.
* {{Abilitylink|ScythePhinisherGun}}
** Can now damage through {{Abilitylink|BoomboxE}}.
 
'''[[V0.8.0/Additional Versions#12 March 2024|12 March 2024]]'''
*{{Abilitylink|ScythePrimary}}
** Hitting the tip of the hitbox now plays a critical hit sound effect.
*{{Abilitylink|ScythePrimaryGun}}
**'''BUG FIX:''' Fixed hit detection through {{Abilitylink|BoomboxE}}.
*{{Abilitylink|ScytheQGun}}
**'''BUG FIX:''' Hitting a wall no longer grants ammo.
 
'''[[V0.8.0/Additional Versions#10 March 2024|10 March 2024]]'''
* All projectiles will now check line of sight from the tip of her gun where the projectiles spawn rather than her torso for hit detection.
* {{Abilitylink|ScythePrimaryGun}}
** '''BUG FIX:''' Should be more consistent with its hitbox through {{Abilitylink|BoomboxE}} and walls.
* {{Abilitylink|ScytheQGun}}
** Projectile speed increased from 20 to 25.
** Now recovers 50% of ammo used on hit.
* {{Abilitylink|ScythePhinisherGun}}
** Damage increased from 8 per tick to 9 per tick.
 
'''[[V0.8.0/Additional Versions#2 March 2024|2 March 2024]]'''
* {{Abilitylink|ScythePrimary}}
** Height lowered from 10 to 5.
* {{Abilitylink|ScytheQGun}}
** Can no longer replenish ammo.
* {{Abilitylink|ScytheEGun}}
** Can no longer replenish ammo.
 
'''[[V0.8.0/Additional Versions#25 February 2024|24 February 2024]]'''
* {{Abilitylink|ScythePassive}}
** Max ammo reduced from 300 to 250.
** Passive ammo regeneration stops above 50 while in Gun form.
* {{Abilitylink|ScythePrimaryGun}}
** Shots before max recoil is reached lowered from 100 to 75.
* {{Abilitylink|ScytheQ}}
** Can now use primary instead of holding or reactivating Flat-hat to send out more projectiles.
* {{Abilitylink|ScytheQGun}}
** Now charged by tapping rather than holding and fired by recasting or using primary.
 
'''[[V0.8.0]]'''
* {{PAGENAME}} is released and available to play.
 
'''2 January 2024'''
* {{PAGENAME}} is revealed to the public.
}}
 
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