Scythe is a ranged Phighter that specializes in both ranged and close-quarters combat. She plays more as a hybrid between a melee and ranged class, switching between them with her Scythe and Gun forms.
Her Gun form allows for a consistent mid-range damage output with Let 'Er Rip as well as high burst damage potential with Bull's-eye and Bullet Blaze. Her Scythe form boasts her best mobilty options with Flat-hat and Chasing Flourish, along with Harvest's unpredictable movement. Her Scythe abilities deal greater damage based on the enemy's current hitpoints, providing an advantage against enemies at higher health. Her two unique Phinishers allow Scythe to have both large crowd control capabilities and single-target kill confirmation. Switcheroo has an extremely short cooldown, allowing Scythe to switch between these forms constantly and be incredibly versatile.
Her passive, Eye on the Target, gives Scythe a limited 'ammo' resource she must use wisely to keep a consistent damage output, the random target it also gives means Scythe must be ready for a matchup against any Phighter.
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.
Type
Passive
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.
Damage: 10% of current hitpoints (min. 8) (first hit) Ammo gain: +50 (first hit), +75 (kill/assist) Ammo regeneration rate: 1.67/second Max. ammo: 250 Mark duration: 30 seconds (without attacking enemy), X seconds (after attacking enemy)
Shared between both forms.
Scythe will gain 20% Haste and the mark's visuals become larger and clearer if over 50 studs away from the marked target.
However, passive Haste is lost for a short period if Scythe 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, Scythe cannot passively regenerate ammo past 50.
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 Scythe.
There's nothing here yet...
Type
Primary
Harvest / Let 'Er Rip
Harvest (Scythe form): Swing your scythe, dealing bonus damage at its tip.
Let 'Er Rip (Gun form): 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 Slow penalty: 10% Bound penalty: 25%
Harvest:
Plays a critical hit indicator when hitting enemies at its tip.
Its tip damage is calculated differently from its normal damage, it is not added bonus damage.
Let 'Er Rip:
Has no ammo gain.
Type
Secondary
Switcheroo
Switch between Scythe form and Gun form.
Casting time: 1 second Cooldown: 1 second
Shared between both forms.
Type
Q Ability
Flat-hat / Bull's-eye
Flat-hat (Scythe form): Jump and fire a projectile, use 50 ammo to fire an additional projectile.
Bull's-eye (Gun form): 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: --- (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 Stun duration: 0-1 second Projectile speed: 25 Ammo gain: +50% of ammo used Ammo cost: 8-50 Max. charge time: 1.5 seconds Knockback force: --- Slow penalty: 10%-30%, 100% (after firing) Bound penalty: 100% Cooldown: 2 seconds
Flat-hat:
Using other abilities can cancel firing the initial projectile.
Projectiles can pierce through multiple enemies.
Bull's-eye:
Applies Stun only after at least 26 ammo has been used.
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.
Type
E Ability
Chasing Flourish / Bullet Blaze
Chasing Flourish (Scythe form): Dash forwards, use 50 ammo to dash an additional time.
Bullet Blaze (Gun form): Shoot 20 bullets forwards in a spread pattern.
Chasing Flourish: Damage: 12 (dash) + --- (min. 15) (hop) Ammo gain: +10 (dash), +25 (hop) Ammo cost: 50 per recast Dash distance: 20 studs Hop height: --- Cooldown: 8 seconds
Any damage to the target will activate its bonus damage and ammo, Let 'Er Rip can be used to damage them as soon as possible and begin snowballing on ammo. Staying low means a large part of Scythe's kit is unusable.
The target can be seen through walls, use this to your advantage for surprise attacks.
Despite these, 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.
Can be a more favorable ranged option over Gun form abilities as it can be more accurate at long ranges than Let 'Er Rip as well as making use of Scythe form's % of current health damage.
Extremely expensive to use at 50 ammo per recast, only recommended to fire 3-4 projectiles to retain ammo.
Can be used as a movement ability with its height and hover time, though this should not be its main use, as Flat-hat has a long cooldown of 12 seconds.
Other abilities can be used to cancel firing Flat-hat's initial projectile, allowing Scythe to stall in the air for a short time.
Extremely useful for both horizontal and vertical movement, as well as starting fights or escaping from them.
Chasing Flourish's dash and spin grant more ammo compared to Scythe form's other abilities, can be used for a quick burst of ammo if needed.
Expensive to use at 50 ammo per dash recast, only recommended to use for closing medium to short distances as to not risk wasting ammo.
Similar to Flat-hat, other abilities can be used to cancel the spin, stalling in the air for a short time.
Cancelling Chasing Flourish with Harvest can be used for extremely quick horizontal movement, although sacrificing the spin damage and a small amount of height.
Can be used to juke around enemies to compliment Harvest's quick movement.
Although dealing more damage to higher health enemies, it is best used on enemies at half health or lower to confirm the kill and grant a significant boost in ammo.
The teleport itself has no endlag, allowing for abilities to be used during and immediately after it.
Simply continuing to hold primary after the teleport lets Scythe attack with Harvest for an additional 10 damage.
Chasing Flourish can be used for more burst damage as well as granting up to 35 additional ammo.
Switcheroo into Bullet Blaze has even more burst damage potential, although is more difficult to hit.
Should not be used on fast-moving enemies, as Stalking Ambush only teleports to where the enemy was when initially targeted, potentially missing out on the extra damage and ammo.
The short Phinisher animation and burst of Haste can be used for escaping fights.
The complete invisibility makes this Scythe's best flanking tool.
Scythe's only fully long-range tool. Can be used to pick off enemies from afar or interrupt them constantly with its stun, knockback, and short cooldown.
Can be very punishing if missed, as it consumes up to 50 ammo and leaves Scythe vulnerable while charging and after firing.
The bullet itself is a projectile rather than a hitscan, making it much more difficult to hit more mobile enemies.
To get its maximum value, it should be used on slower targets such as Katana or Ban Hammer, as well as stationary targets like Hyperlaser or Phighters in their Phinisher animation.
Gun form's best close-range tool, being able to deal up to 60 damage at once if all shots connect.
As it is a shotgun, be sure to only use it at close-range as the damage decreases dramatically at longer ranges.
The knockback from recoil can launch Scythe up vertically if aimed downwards. Can be used for vertical movement over Flat-hat as it has a much shorter cooldown.
Surpise enemies with Final Serenade as it has a short duration and radius, potentially leading to enemies simply walking out of the radius and not getting its best value.
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'sNoxious Void.
Katana'sFoul Counter can soak up nearly all damage from Final Serenade and massively punish Scythe. If targeting a Katana, make sure their Foul Counter is on cooldown.