Scythe: Difference between revisions
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<!--Primary-->
{{Abilitytable
|Harvest // Let 'Er Rip
|[[File:placeholder.png|150x150px]]
|Primary
|Melee // Projectile
|Swing your scythe, dealing bonus damage at its tip. // Shoot your gun, losing accuracy the longer you shoot.
|'''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: ---<br>Dash force: ---<br>'''Let 'Er Rip:'''<br>Damage: 3 per bullet<br>Fire rate: ---<br>Projectile speed: ---<br>Ammo cost: 1 per bullet<br>Max. recoil: after 75 shots<br>{{Status|Slow}} penalty: 10%<br>{{Status|Bound}} penalty: 25%
|[[File:Demonstration ScytheM1Scythe.webm]] [[File:Demonstration ScytheM1Gun.webm]]
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<!--Q Ability-->
{{Abilitytable
|Flat-hat // Bull's-eye
|[[File:AbilityIcon Scythe Q Scythe.png|150x150px]] [[File:AbilityIcon Scythe Q Gun.png|150x150px]]
|Q Ability
|Mobility/Projectile // Projectile/Status
|Jump and fire a projectile, use 50 ammo to fire an additional projectile. Hold to
|'''Flat-hat:'''<br>Damage: 10 + 5% of current hitpoints{{Cite}} (min. 12)<br>Fire rate: ---<br>Projectile speed: ---<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: 8-50<br>{{Status|Stun}} duration: 0-1 second<br>Projectile speed: 25<br>Ammo gain: +50% of ammo used<br>Ammo cost: 8-50<br>Max. charge time: 1.5 seconds<br>Knockback force: ---<br>{{Status|Slow}} penalty: 10%-30%, 100% (after firing)<br>{{Status|Bound}} penalty: 100%<br>Cooldown: 2 seconds
|[[File:Demonstration ScytheQScythe.webm]] [[File:Demonstration ScytheQGun.webm]]
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* Bull's-eye 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.
* Bull's-eye will fire automatically when fully charged.
<!--E Ability-->
{{Abilitytable
|Chasing Flourish // Bullet Blaze
|[[File:AbilityIcon Scythe E Scythe.png|150x150px]] [[File:AbilityIcon Scythe E Gun.png|150x150px]]
|E Ability
|Melee/Mobility // Projectile
|Dash forwards, use 50 ammo to dash an additional time. // Shoot 20 bullets forwards in a spread pattern.
|'''Chasing Flourish:'''<br>Damage: 12 (dash) + 15 + 5% of current hitpoints{{Cite}} (min. 15) (hop)<br>Ammo gain: +10 (dash), +25 (hop)<br>Ammo cost: 50 per recast<br>Dash distance: 20 studs<br>Hop height: ---<br>Cooldown: 8 seconds<br>'''Bullet Blaze:'''<br>Damage: 3 per bullet<br>Projectile speed: ---<br>Bullets: 20<br>Ammo cost: 20<br>Endlag: 1.5 seconds<br>Knockback force: --- (recoil)<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 25%<br>Cooldown: 2 seconds
|[[File:Demonstration ScytheEScythe.webm]] [[File:Demonstration ScytheEGun.webm]]
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<!--Phinisher-->
{{Abilitytable
|Stalking Ambush // Final Serenade
|[[File:AbilityIcon Scythe Ult.png|150x150px]]
|[[Phinisher]]
|Mobility/Targeted // AoE
|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.
|'''Stalking Ambush:'''<br>Damage: 25 + 10% of current hitpoints (min. 30)<br>Ammo gain: +50<br>Max. duration: 15 seconds<br>{{Status|Haste}}: 300%-75% (over 3 seconds)<br>{{Status|Bounce}}: 50%<br>'''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
|[[File:Demonstration ScytheUltScythe.webm]] [[File:Demonstration ScytheUltGun.webm]]
|
Revision as of 18:20, 16 March 2024
Overview | Lore | Dialogue | Sound effects | Gallery | History |
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Scythe is a ranged Phighter. She was released on 24 February 2024 with V0.8.0 and the Dove vs. Crow Phestival.
Overview
TBA
Abilities
Scythe has two different forms which give different sets of abilities: Scythe form and Gun form. These forms can be switched around by using Switcheroo.
Details:
- Shared between both forms.
- Scythe will gain 20%
Haste if over 50 studs away from the marked target.
- Passive
Haste is lost for a short period if Scythe attacks an unmarked enemy.
- Passive
- Killing a marked target generates bonus Phinisher points, granting 12 Phinisher points or 10% Phinisher charge.
- While in Gun form, Scythe cannot passively regenerate ammo past 50.
- Contrary to the in-game description, the bonus damage and ammo are activated upon any damage from Scythe.
Harvest // Let 'Er Rip | ||
![]() |
Type Primary |
Ability Type Melee // Projectile |
Swing your scythe, dealing bonus damage at its tip. // Shoot your gun, losing accuracy the longer you shoot. | ||
Harvest: Damage: 10 Tip damage: 5 + 10% of current hitpoints (min. 10) Fire rate: --- Ammo gain: +2, +5 (tip) Range: --- Dash force: --- Let 'Er Rip: Damage: 3 per bullet Fire rate: --- Projectile speed: --- Ammo cost: 1 per bullet Max. recoil: after 75 shots ![]() ![]() |
||
Ability Demonstration |
Details:
- Harvest plays a critical hit indicator when hitting enemies at its tip.
- Let 'Er Rip has no ammo gain.
Switcheroo | ||
![]() |
Type Secondary |
Ability Type N/A |
Switch between Scythe form and Gun form. | ||
Casting time: 1 second Cooldown: 1 second |
||
Ability Demonstration |
Details:
- Shared between both forms.
Flat-hat // Bull's-eye | ||
![]() ![]() |
Type Q Ability |
Ability Type Mobility/Projectile // Projectile/Status |
Jump and fire a projectile, use 50 ammo to fire an additional projectile. Hold to begin charging a bullet that stuns and deals knockback if charged long enough, recast or use primary to fire early. | ||
Flat-hat: Damage: 10 + 5% of current hitpoints[citation needed] (min. 12) Fire rate: --- Projectile speed: --- Ammo gain: +10 Ammo cost: 50 per recast Jump height: 15 studs Cooldown: 12 seconds Bull's-eye: Damage: 8-50 ![]() Projectile speed: 25 Ammo gain: +50% of ammo used Ammo cost: 8-50 Max. charge time: 1.5 seconds Knockback force: --- ![]() ![]() Cooldown: 2 seconds |
||
Ability Demonstration |
Details:
- Firing Flat-hat's first projectile can be cancelled by using other abilities.
- Flat-hat's projectiles can pierce through multiple enemies.
- Bull's-eye applies
Stun only after at least 26 ammo has been used.
- Bull's-eye 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.
- Bull's-eye will fire automatically when fully charged.
Chasing Flourish // Bullet Blaze | ||
![]() ![]() |
Type E Ability |
Ability Type Melee/Mobility // Projectile |
Dash forwards, use 50 ammo to dash an additional time. // Shoot 20 bullets forwards in a spread pattern. | ||
Chasing Flourish: Damage: 12 (dash) + 15 + 5% of current hitpoints[citation needed] (min. 15) (hop) Ammo gain: +10 (dash), +25 (hop) Ammo cost: 50 per recast Dash distance: 20 studs Hop height: --- Cooldown: 8 seconds Bullet Blaze: Damage: 3 per bullet Projectile speed: --- Bullets: 20 Ammo cost: 20 Endlag: 1.5 seconds Knockback force: --- (recoil) ![]() ![]() Cooldown: 2 seconds |
||
Ability Demonstration |
Details:
- Chasing Flourish's dash occurs in the direction of the crosshair.
- Chasing Flourish's hop can be cancelled by using other abilities.
- Bullet Blaze has no ammo gain.
- When using Bullet Blaze while below 20 ammo, the remaining amount of ammo will be shot.
- Bullet Blaze's self-knockback from recoil occurs in the direction opposite of where it is aimed.
- Bullet Blaze fires its bullets in an 8-pointed star pattern.
Stalking Ambush // Final Serenade | ||
![]() |
Type Phinisher |
Ability Type Mobility/Targeted // AoE |
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. | ||
Stalking Ambush: Damage: 25 + 10% of current hitpoints (min. 30) Ammo gain: +50 Max. duration: 15 seconds ![]() ![]() Final Serenade: Damage: 9 per tick (196 total) Ticks: 20 Ammo gain: +1 per tick Radius: 20 studs Duration: 2 seconds ![]() ![]() Phinisher points: 125 |
||
Ability Demonstration |
Details:
- Scythe is unable to use any other abilities or gain Phinisher points while in Stalking Ambush.
- Enemies are highlighted and can be targeted through walls while in Stalking Ambush.
- Similar to Shuriken's Illusions of the Smoke, a semi-transparent outline of the player during Stalking Ambush is visible to all allied teammates.
- Stalking Ambush does not guarantee a hit; while the mark is applied, its damage and ammo gain can miss.
- The teleport occurs 0.5 seconds after an enemy is targeted.
Strategy
Pros |
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Cons |
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Ability usage
- Passive
- placeholder
- Primary
- placeholder
- Secondary
- placeholder
- Q Ability
- placeholder
- E Ability
- placeholder
- Phinisher
- placeholder
Counterplay against Scythe
- placeholder
Badge
Name | Icon | Description | Reward |
---|---|---|---|
scythe badge | ![]() |
N/A | N/A |
Trivia
General:
- Scythe is based on the Laser Scythe gear.
- Scythe's character theme is "THE MOST WANTED".
- Scythe speaks with a Southern accent.[1]
- Scythe is based on Bayonetta.[2]
- If she had a voice, she would sound like a 'Southern Bayonetta'.[3]
- The right side of her face is based off of Kopaka from the Bionicle series.[4]
- Scythe has a darker skin tone in comparison to other Phighters, being a light shade of gray rather than the typical white.[5]
- Scythe's render is based on one of the covers of Chainsaw Man [6]
Development:
Skins:
Version history
2 January 2024
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References
- ↑ Confirmed by Soda in a Tumblr post.
- ↑ Confirmed by aidn in the boggio community Discord.
- ↑ Confirmed by Soda in a Tumblr post.
- ↑ Confirmed by Soda in a Tumblr post.
- ↑ Confirmed by Soda in a Tumblr post.
- ↑ Confirmed by pix in the boggio community Discord.
Phighters |
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Melee | Sword • Skateboard • Biograft • Katana • Ban Hammer |
Ranged | Rocket • Slingshot • Hyperlaser • Shuriken • Scythe |
Support | Medkit • Boombox • Subspace • Vine Staff |
Related | Badges • Status Effects • Phinisher |