Animal
Crocodile
450 health, and no loot table of its own.
- Health
- 450
- Family
- Animal
- Component class
- Crocodile
- Prefab
- crocodile
Damage resistances
| Damage type | Resistance | Damage taken |
|---|---|---|
| Bullet | 30% | 70% |
| Slash | -50% | 150% |
| Stab | -100% | 200% |
| Blunt | -100% | 200% |
| Arrow | 25% | 75% |
| Bite | 25% | 75% |
Resistance is the share of that damage type the Crocodile ignores, so 100% means it takes none of it at all. Damage types not listed here get through in full. A negative number is a weakness: the game multiplies that damage type up instead of cutting it down.
Drops
The Crocodile has no loot table of its own in the game files, so killing one drops nothing directly.
How to kill it
Explosives
| Explosive | Amount | Damage each |
|---|---|---|
| 1 | 550.0 | |
| 1 | 875.0 | |
| 2 | 425.0 | |
| 2 | 252.5 | |
| 4 | 135.0 | |
| 4 | 145.0 |
Guns
| Weapon | Range | Body | Time |
|---|---|---|---|
| 150m | 10 | 1s | |
| 150m | 12 | 1s | |
| 150m | 18 | 2s | |
| 40m | 17 | 2s | |
| 40m | 19 | 2s | |
| 30m | 13 | 2s | |
| 30m | 13 | 2s | |
| 20m | 16 | 7s |
Shot counts are body shots at point blank with no attachments, on vanilla server settings. Pellet weapons assume every pellet lands, which is why a shotgun looks strong here and is useless at the range this fight actually happens. Times count the reloads.
Read from the Rust dedicated server files, build 24613624. Health, resistances and loadouts come from the NPC prefab, and the drop chances are computed from the loot tables it rolls on death.