Scientist
Scarecrow
200 health, 167 possible drops.
- Health
- 200
- Family
- Scientist
- Loadouts
- 4
- Component class
- ScarecrowNPC
- Prefab
- scarecrow_dungeon
Damage resistances
| Damage type | Resistance | Damage taken |
|---|---|---|
| Stab | -50% | 150% |
Resistance is the share of that damage type the Scarecrow 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
Chance is the probability that a killed Scarecrow yields at least one of the item. It is not a per roll number, so you can read it straight off as your odds from one kill. Some of these are gated behind which of the 4 loadouts the Scarecrow spawned with, and the chances below already divide by that, so they are the real odds and not the raw prefab numbers.
How to kill it
Explosives
| Explosive | Amount | Damage each |
|---|---|---|
| 1 | 350.0 | |
| 1 | 550.0 | |
| 1 | 575.0 | |
| 2 | 180.0 | |
| 2 | 175.0 | |
| 3 | 90.0 |
Guns
| Weapon | Range | Body | Time |
|---|---|---|---|
| 150m | 4 | 0s | |
| 150m | 4 | 0s | |
| 150m | 6 | 1s | |
| 40m | 5 | 0s | |
| 40m | 6 | 1s | |
| 30m | 4 | 1s | |
| 30m | 4 | 0s | |
| 20m | 5 | 1s |
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.