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Scythe

From PHIGHTING! Wiki
(Redirected from Rifle)

Scythe is a ranged Phighter. She was released on 24 February 2024 with V0.8.0 and the Dove vs. Crow Phestival.

Overview

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.


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: 20 studs
Dash force: ---

Let 'Er Rip:
Damage: 3 per bullet
Fire rate: ---
Projectile speed: ---
Ammo cost: 1 per bullet
Max. bullet spread and recoil: after ~30 shots
Spread recovery time: 0.4 seconds
Slow penalty: 10%
Bound penalty: 25%

Harvest:

  • Plays a critical hit indicator when hitting enemies at its tip.
  • Will gain 2 ammo each swing if an unmarked target is hit.
  • 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: 8-40
Stun duration: 0-1 second
Ammo gain: +50% of ammo used
Ammo cost: 10-50
Max. charge time: 1.25 seconds + 0.25 seconds after max.
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 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.


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) (spin)
Ammo gain: +10 (dash), +25 (spin)
Ammo cost: 50 per recast
Dash distance: 20 studs
Spin height: ---
Cooldown: 8 seconds

Bullet Blaze:
Damage: 3 per bullet
Projectile speed: ---
Projectiles: 20
Ammo cost: 20
Endlag: 1.5 seconds
Knockback force: --- (recoil)
Slow penalty: 30% for 0.5 seconds
Bound penalty: 25% for 0.5 seconds
Cooldown: 3 seconds

Chasing Flourish:

  • The dash occurs in the direction of the crosshair.
  • The spin can be cancelled by using other abilities.
  • Will gain 5 and 10 ammo from the dash and spin, respectively, if an unmarked target is hit.

Bullet Blaze:

  • Has no ammo gain.
  • When using Bullet Blaze while below 20 ammo, the remaining amount of 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.


Type
Phinisher
Stalking Ambush / Final Serenade
Stalking Ambush (Scythe form):
Become invisible for 15 seconds and be able to teleport to and apply your target to a nearby enemy.

Final Serenade (Gun form):
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
Endlag: 1 second
Max. duration: 15 seconds
Haste: 300%-75% (over 3 seconds)
Bounce: 50%
Phinisher points: 125

Final Serenade:
Damage: 9 per tick (196 total)
Ticks: 20
Ammo gain: +1 per tick
Radius: 20 studs
Duration: 2 seconds
Slow penalty: 30%
Bound penalty: 100%
Phinisher points: 125

Stalking Ambush:

  • Scythe 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.
  • Enemies are highlighted and can be seen and targeted through walls.
  • The teleport occurs 0.5 seconds after targeting an enemy, only to the location they were when initially targeted.


Strategy

Pros
  • Versatile both at range and in close-quarters.
  • High damage potential and short cooldowns with Gun form.
  • High mobility and advantage against higher health enemies with Scythe form.
  • Able to deal both burst and consistent damage.
Cons
  • Passive's target is chosen at random.
  • Little options if unable to kill target or ammo runs out.
  • Fairly squishy at 150 hitpoints.
  • Vulnerable while in Gun form.
  • Long cooldowns in Scythe form.

TBA

Ability usage

  • Eye on the Target
    • 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.
    • 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.
  • Switcheroo
    • Constantly switch between forms to maximize Scythe's kit and be as versatile as possible.
    • Stay in Scythe form while out of combat, as passive ammo regeneration stops above 50 while in Gun form.

Scythe form:

  • Harvest
    • 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.
    • Use Harvest as your main ammo source when running low, as it costs no ammo to use and provides consistent ammo gain.
  • Flat-hat
    • Can be a more favorable ranged option over Gun form abilities as it does not leave Scythe as vulnerable, can be more accurate at longer ranges than Let 'Er Rip, and makes use of Scythe form's % of current health damage.
    • Fire 3-4 projectiles to conserve ammo, as recasting is expensive.
    • Can pierce multiple enemies, giving an advantage against enemies who are grouped up.
    • Can be used for movement with its height and hover time, though this is not recommended to be its main use due to its long 12-second cooldown.
    • Other abilities can be used to cancel firing Flat-hat's initial projectile, allowing Scythe to stall in the air for a short time.
  • Chasing Flourish
    • Extremely useful for both horizontal and vertical movement and as a quick escape tool.
    • Use Chasing Flourish for closing medium to short distances as to not risk wasting ammo.
    • The dash and spin grant more ammo compared to Scythe form's other abilities, can be used for a quick burst of ammo if needed.
    • 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 fast horizontal movement, although sacrificing its spin damage and a small amount of height.
    • Can be used to juke around enemies to compliment Harvest's quick movement.
  • Stalking Ambush
    • 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.
    • Can be used if Eye on the Target rolls an unfavorable target, such as a difficult to hit Skateboard.
    • Avoid using it on fast-moving enemies, as Stalking Ambush only teleports to where the enemy was when initially targeted, causing you to miss out on 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.

Gun form:

  • Let 'Er Rip
    • Use Let 'Er Rip for engaging in fights, softening up targets at mid-range, and picking off low health enemies.
    • Use this in bursts as it loses accuracy and gains more recoil the longer it is held.
  • Bull's-eye
    • Scythe's only fully long-range tool. Use Bull's-eye to pick off enemies from afar or to 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. Use Bull's-eye from a safe position or while not in immediate danger.
    • The bullet itself is a projectile rather than a hitscan, making it difficult to hit more mobile enemies.
      • To get its maximum value, target slower enemies such as Katana or Ban Hammer, as well as stationary targets like Hyperlaser or Phighters in their Phinisher animation.
    • Can be charged quickly for a faster but weaker attack, can be useful for activating your target's bonus damage and ammo from a longer distance.
  • Bullet Blaze
    • 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 Scythe up vertically if aimed downwards. Can be used for vertical movement over Flat-hat as it has a much shorter cooldown.
    • Be careful when using Bullet Blaze near the edges of platforms, as the recoil can cause you to fall off them and potentially out of bounds.
  • Final Serenade
    • Surprise enemies with Final Serenade, but be mindful of its short duration and radius, which could lead to enemies walking out of range and reducing its effectiveness.
      • Use Bullet Blaze, Flat-hat, or Chasing Flourish for vertical height before casting and dropping down on enemies. Depending on the map, terrain can 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's Noxious Void.
    • Katana's Foul 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.

Counterplay against Scythe

TBA

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 has a darker skin tone in comparison to other Phighters, being a light shade of gray rather than the typical white.[2]
  • During April Fools' 2024, Scythe was renamed to alastor, and remodeled to reference Alastor from Hazbin Hotel.

Development:

  • Scythe is largely inspired by Bayonetta.[3]
    • Her voice would sound similar to a 'southern Bayonetta'.[4]
  • Scythe's render pose is inspired by one of the covers for Chainsaw Man. [5]
  • The three lenses that cover one of Scythe's eyes are inspired by Kopaka from the Bionicle series.[6]

Skins:

Version history


2 January 2024

  • Scythe is revealed to the public.

References

  1. Confirmed by Soda in a Tumblr post.
  2. Confirmed by Soda in a Tumblr post.
  3. Confirmed by aidn in the boggio community Discord.
  4. Confirmed by Soda in a Tumblr post.
  5. Confirmed by pix in the boggio community Discord.
  6. Confirmed by Soda in a Tumblr post.

Characters
Phighters
Melee
SwordSkateboardBiograftKatanaBan Hammer
Ranged
RocketSlingshotHyperlaserShurikenScythe
Support
MedkitBoomboxSubspaceVine Staff
Other
Swords
DarkheartFirebrandGhostwalkerIcedaggerIlluminaVenomshankWindforce
NPCs
DomGhosdeeriGraffitiLightbloxLord Pwnatious "Moneybags" the IIIMx. BotPaint BuckétRainbeauRogerSpray PaintThe BrokerTrafficValkVoid StarZuka
Miscellaneous
CarnageDuckyGravSparklesThe DollmakerWarp