Scavenger

Armor | 20

The **Scavenger** is a returning boss monster in Risk of Rain 2.

Scavengers spawn with items and equipment:

* 9 Common items, divided over 3 types.
* 4 Uncommon items, divided over 2 types.
* 1 Legendary item.
* 1 Equipment. If the Scavenger is an Elite, this slot is taken up by the corresponding Elite equipment.

Scavengers **cannot** get any blacklisted or void items. Any other item and equipment is possible.

When Scavengers are encountered on a stage, the first one killed will drop its bag. This bag can be opened by interacting with it, and it contains 10 items which have the same drop chance as a Small Chest. Any other Scavengers killed afterwards in that stage will not drop a bag.

The player can obtain and claim items from multiple Scavenger bags per run, as long as they are found on different stages.

## Environments

* After Looping:
* Other Environments with the Artifact of Dissonance enabled

## Skills

### Primary: Heavy Shotgun

The Scavenger readies its weapon for 2.33 seconds (scales with attack speed) and then shoots 3 shotgun blasts, one every 0.4 seconds, which also scales with attack speed. Each shotgun blast contains 4 projectiles travelling at 150 m/s which deal 300% damage with a proc coefficient of 2.0 in a radius of 6m with sweet spot falloff. The first shotgun blast is shot directly to the front, while the other two to the left and right by 3° each.

 can block indiviual projectiles from the shotgun blasts, so they may not provide adequate protection if a blast is heading right at the player.

As the Scavenger's primary skill, this attack triggers the  if the Scavenger has any.

This skill has a cooldown of 6 seconds.

### Secondary: Thqwibs

The Scavenger prepares to throw a projectile for 2 seconds (scales with attack speed), after which it throws 8 exploding Thqwibs, which travel at 40m/s and upon impact with terrain they explode dealing 400% damage with a proc coefficient of 1.0 in a radius of 10m with sweet spot falloff. Upon landing, the Thqwibs activate the on-kill effects of any item the Scavenger has, such as  or , so even if the player avoids the projectiles' explosion, they may still be hit by secondary effects.

Defensive Microbots can block individual Thqwibs.

As the Scavenger's secondary skill, this skill gets extra charges if the Scavenger has .

This skill has a cooldown of 8 seconds.

### Utility: Scavenge Item

The Scavenger gains 200 armor and sits down after 2 seconds. After searching for 3.5 seconds, it finds any non-blacklisted item, which broadcasts a chat message displaying what item was found, similarly to when a player obtains an item. The rarity of the item is equivalent to the rarity spread of a Small Chest, so the Scavenger cannot find any equipment, lunar, or void items. The quantity of the item gained depends on its rarity: 5 for common, 2 for uncommon, and 1 for legendary. This move has an end lag of 1.5 seconds during which the Scavenger sits up again.

As the Scavenger's utility skill, this skill gets extra charges and reduced cooldown if the Scavenger has a .

This skill has a cooldown of 19 seconds.

### Behaviors

1. **Use primary and equipment**: the Scavenger must be within 80m from its target, have line of sight, equipment aim confirmation, and have less than 75% health. Both the primary and equipment have to be off cooldown. Due to health requirement, it allows players to get in close proximity to ascertain what equipment it is holding, but they must still be mindful of the nearby effects of any of the Scavenger's items.
2. **Use utility**: the Scavenger must have less than 50% and be on the ground. This means it cannot use this move while flying with the .
3. **Use secondary**: the Scavenger must be within 80m from its target, have line of sight, and have less than 90% health.
4. **Use primary**: the Scavenger must be within 80m from its target and have line of sight.
5. **Chase**: no requirements.

## Tips

* Any items the Scavenger has equipped will be visibly represented on the Scavenger itself, though some items may be difficult to see. Players should keep their distance until they can ascertain whether or not the Scavenger's items make it particularly dangerous at close range.
* The Scavenger's footsteps are very loud, so listen for them to change tactics accordingly when one is present. They will also broadcast to the text chat when and what they scavenge from their utility skill so pay heed. The longer a scavenger exists on a stage the more dangerous it can become.
* Scavengers are *very* slow and will also spend a lot of time in their scavenging animation. If one is extremely dangerous or problematic, simply running away and leaving the stage is feasible.
* Although the Scavenger's shotgun attack is straightforward to understand, its 2.0 proc coefficient makes it extremely dangerous. For example, if the Scavenger has any , the shotgun will be twice as likely to inflict , and the duration will be twice as long.
* Never approach a Scavenger equipped with an  or . The high damage from these items can swiftly kill any player within range.
	+ can also be incredibly dangerous, spawning inescapable homing skulls at close range if the Scavenger has a method of healing, or if  elites are close by.
	+ Scavengers with the  will decrease the player's armor when attacking. The status effect from this item will significantly increase damage taken from any source.
* Some Scavengers can be equipped with a, making them extremely dangerous when below 75% health. Players staying in motion can reduce the likelihood of being struck by this equipment.
* The homing missiles generated by  and  can be difficult to avoid. Missiles will travel in a direct line towards their target without accounting for obstructions, so try to use the environment to block them.
* Having  affects the items that Scavengers spawn with and pick up. This makes it possible for Scavengers to get extremely dangerous lunar items or lunar equipment like the , , , , or .
* Keep in mind that Scavengers also get any items already given to monster such as from Artifact of Evolution which will be added on top of any items they already have.
* Scavengers will not use their equipment until they are below 75% HP.
* The Scavenger's backpack will not take into consideration the terrain when dropping items. Killing a Scavenger on a bridge or near a cliff can result in items falling off the map. It may be prudent to lure the monster to an open area before killing it.
	+ This may also be relevant if a Scavenger is killed by going out of bounds, e.g., falling off a cliff or flying too high in the sky with , where its backpack will spawn on the nearest ground node from the Scavenger's death spot.

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I watch the strange creatures from a distance.

What powerful things they use. I want them. But there’s too many of them. I’ve seen what they do to the others – they kill without mercy.

I’m a bit scared, but it’s okay.

My things bring me comfort.

My favorite thing is a little effigy, made of cloth and fluff. It’s a bit rough around the edges, but it’s okay.

Holding it close brings me comfort when I’m scared.

It helps me be brave, and sometimes I need to be brave to get the things I want.

The others say that these creatures came down from the sky, bringing so many things with them. They probably have so many things, back at their homes. I want those things. They don’t need all those things.

Now is the time to be brave.
```

## Version History

Anniversary Update
* Major Content
	+ Added New Lore Entry: Scavenger
* Gameplay Changes
	+ Now properly spawn as elites
	 *Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.*

Early Access Artifacts Content Update
* Gameplay Changes
	+ 🌧 Can no longer spawn with
		- *Developer Notes: We’re comfortable with Scavengers being a bit BS at times - as long as it’s fun. Preon Accumulator, Capacitor, Disposable Missile Launchers, etc are crazy strong but still fun and have moments of cooldown. Ceremonial Daggers had no downtime, had infinite range, and had no cooldown.*
* Bug Fixes
	+ 🌧 Fix Scavenger gaining a permanent armor buff if interrupted while searching its bag for an item, like when activating
	+ 🌧 Fix Scavenger Backpack not dropping items if it’s activated too quickly

Early Access Hidden Realms Content Update
* Major Content
	+ Added New Boss: Scavenger

## Trivia

* The "little effigy" mentioned in the logbook entry may refer to , since it is made of cloth and fluff and is worn and torn, which gives it its "rough around the edges" attribute. Its effects also would help a creature "be brave" due to blocking damage and is likely the strongest common item a scavenger can be given; fittingly making it extremely tanky against the "strange creatures" mentioned.
* Up until the Anniversary Update Elite Scavengers would spawn without the corresponding affix, meaning they would simply have higher stats.
	+ This was the result of how Elites in the game are generated; an enemy is given hidden items to boost its stats alongside the appropriate affix as their equipment. Since scavengers already had an equipment however they couldn't receive the elite affix. This was fixed by having the affix replace their equipment slot.
* Scavenger's "Thqwibs" ability is a reference to the Thqwib equipment item from Risk of rain, having a very similar apperance and behaviour. However it simply dealt damage, its trait of causing on-kill effects being new.
	+ Intriguingly, the version used in the remake uses the same functionality of its predecessor, meaning the Thqwibs on-kill traits are seemingly something unique to the scavenger's use of them.
* If a Scavenger uses , it will have its money altered, which directly affects how much gold it will reward the player upon being killed. However, considering how late in a run Scavengers tend to spawn (gold reward) and the short duration they may get the opportunity to use the equipment, this is unnoticeable in the majority of cases.