Time-Lost Scrapper
Still gathering salvage long after the mall fell silent. The Scar has tangled its body with its past: young hands sprout from withered arms, and something beneath its coat keeps begging it to stop.
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
Equipment
How to fight it
Armor that resists its attack Temporal
Nothing found.
Exploit its weakness Slash
Avoid this damage type Pierce
Its best defense (AR 18) 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
Sunbreak +
Anti-Personnel Rocket (T3)Explosive ~28.8 damage per turn · hits 97% · 348 turns to kill
Blood knifeSlash ~24.2 damage per turn · hits 85% · 414 turns to kill
Sidewinder +
0.38 Ammo Cartridge (T3)Pierce ~23.9 damage per turn · hits 97% · 418 turns to kill
Armor against its attack Temporal
- Head
Combat Leather Cap AR 7 - Chest
Flux Suit AR 4 - Legs
Flux Leggings AR 4
With this armor it hits 90% of the time and takes about 76.9 per turn (about 103.5 without armor): with 60 health you last about 1 turns.
Best in the free version
Weapons
Scorcher +
Anti-Personnel Rocket (T2 Upgraded)Explosive ~20.1 damage per turn · hits 94% · 499 turns to kill
Enforcer Handgun +
0.38 Ammo (T2 Upgraded)Pierce ~11.2 damage per turn · hits 94% · 893 turns to kill
Prowler Rifle +
0.308 Ammo (T2 Upgraded)Pierce ~7.7 damage per turn · hits 97% · 1,299 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 90% of the time and takes about 79.6 per turn (about 103.5 without armor): with 60 health you last about 1 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.
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