HOUND
The Scar has scattered this vault’s guardian across several moments at once. You hear it charge before it moves. The bite marks on its own flanks fit its teeth exactly.
Loot 1
Each item rolls on its own every time you defeat this enemy, in the amount shown. Chances as the game publishes them.
Where to fight it
Abandoned Vault · 25,22 · fought in a group of up to 5 players
How to fight it
Armor that resists its attack Temporal
Nothing found.
Exploit its weakness Energy
Avoid this damage type Pierce
Its best defense (AR 7) is against this type.
Suggestions computed from damage types, following the game guide: every armor and enemy has a best and a worst defense.
Best gear against it
Overall
Weapons
Rattlesnake +
12 Gauge Shell (T3)Blunt ~49.8 damage per turn · hits 97% · 81 turns to kill
Grinder +
7.62mm Ammo Cartridge (T3)Pierce ~47.5 damage per turn · hits 85% · 85 turns to kill
Sidewinder +
0.38 Ammo Cartridge (T3)Pierce ~39.2 damage per turn · hits 97% · 103 turns to kill
Armor against its attack Temporal
- Head
Combat Leather Cap AR 7 - Chest
Combat Leather Jacket AR 7 - Legs
Combat Leather Pants AR 7
With this armor it hits 94% of the time and takes about 36.1 per turn (about 75.6 without armor): with 60 health you last about 2 turns.
Best in the free version
Weapons
Trenchsweep Shotgun +
12 Gauge Shell (T2 Upgraded)Blunt ~34.9 damage per turn · hits 94% · 115 turns to kill
Scorcher +
Anti-Personnel Rocket (T2 Upgraded)Explosive ~26.8 damage per turn · hits 94% · 150 turns to kill
Hellhound +
7.62mm Ammo (T2 Upgraded)Pierce ~24.8 damage per turn · hits 79% · 162 turns to kill
Armor against its attack Temporal
- Head
Rider Cap AR 4 - Chest
Flux Suit AR 4 - Legs
Flux Leggings AR 4
With this armor it hits 85% of the time and takes about 44.3 per turn (about 75.6 without armor): with 60 health you last about 2 turns.
The best you can use
Sign in and set up your character to see the best gear you can use.
Estimate with the game's fight rules: 2d10 plus accuracy against a defense of 6 plus armor modifiers; a critical hit (two tens or 10 over the defense) deals ×1.5; damage minus the armor for that damage type, at least 1 per hit; base health 60; a turn every 10 s. Natural defense, skill bonuses, range and terrain are left out.














