Scrake

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Scrake
Screenshot of Scrake
Base statistics: [?]
Bounty: £75
Health: 1000 (+500)
Damage: 20

Movement speeds:
Walking: 85
Charging: 297.5
Swimming: 75
Related achievements:
Bitter Irony icon.Bitter Irony
Toasted Jack Frost icon.Toasted Jack Frost

The Scrake. Yes, that is a chainsaw he's carrying. Nothing subtle about him!

The Scrake is a large specimen equipped with a chainsaw. It lumbers along unsteadily towards its target, and tends to charge after taking sufficient damage. The Scrake is like a more powerful, albeit slower, version of the Gorefast. In combat, the Scrake is capable of delivering a series of extremely deadly blows from its chainsaw arm, which tends to catch the victim's body and pull him in closer. Its skin is like a thick, leathery hide, and as a result, it is highly resistant to small firearms.

There is an unofficial Scrakes-only mutator called Chainsaw Massacre, of pending white list status.

Contents

[edit] Biology

[edit] Appearance

The Scrake appears as a tall male wearing bloody medical scrubs, an earloop mask, and a rubber glove on his left hand. A chainsaw is in place of his right hand.

[edit] Events

During the Twisted Christmas event, the Scrake was was reskinned into Jack Frost (See picture). For the Summer Sideshow event, the Scrake was reskinned into "the Incredible Man Monkey", a giant cymbal monkey bearing big, beady eyes. For the Halloween event, the Scrake was reskinned into the "Extraordinary Rabbit," a rabbit with a psychotic grin and a pink-and-white apron. Both times, he retained the Chainsaw arm.

[edit] Behaviour

The Scrake's behaviour and abilities are similar to the Gorefast's; it picks a target based on proximity, and may change target based on the actions of the players. After spawning, it walks at a slow pace towards their target. The main difference is its conditions for charging players, which is based primarily on its health, the difficulty of the game and a random variable; the harder the difficulty, the more likely they are to charge the players. Its modes of attack are very similar to those of the chainsaw that players can carry, and it favours the powerful swinging attack.

The Scrake as it appeared in the Killing Floor mod.

[edit] Historic data

Killing Floor mod 'KF' logo.png This section is related to the Scrake as it appeared in the Killing Floor mod.

The Scrake's behaviour was identical in the Killing Floor mod, but there were several key differences in its appearance. The most noticeable was its face, which resembled classic depictions of Frankenstein's monster with its skin even bearing greenish tinge, beneath all the blood. Its chainsaw was attached to its left arm instead of its right, and it wore what resembled a grimy butcher's apron instead of the medical scrubs and face mask worn by its successor.

[edit] Background

The original story behind the Scrake is that it was designed to be the perfect field medic, able to take hideous amounts of pain while working on their patients in the field. While it was considered success because the Scrake could take an absolutely astounding amount of damage, it was considered a horrible failure at the same time. He could only learn by having wounds inflicted on himself, and much like the Gorefast, he became quite interested in pain.

[edit] Extermination

The large amount of health the Scrake possesses can make it a troublesome beast to overcome. Assuming normal difficulty, he gains 500 hit points on top of his base of 1000 per additional player on the server. The upshot of this is that with three players on the server he can easily survive the blast from a pipe bomb, and come out the other end within its charge threshold. If the Scrake starts running prior to going within a pipe bombs range, the pipe bomb will go off too late and the Scrake will avoid a large portion of the damage. For this reason it is often advisable to open fire following the explosion to maximize damage.

Unloading a full magazine from any of the £2500+ weapons will be more than enough to take it down under most circumstances and, as always aiming for the head (or upper torso with the M32 or M79) is advised to maximize damage. Dual handcannons, the crossbow and the hunting shotgun are also effective weapons for taking out the Scrake with their various tactics for use. The L.A.W can also be an effective weapon against the Scrake, however this is not a cost effective strategy with more than two other players on normal or alone on hard and suicidal due to the number of rockets needed to take it down, the cost of the rockets, and the Scrakes bounty.

En masse smaller weapons can also be effective at bringing it down, however, this is only advised if there are no other options for taking the Scrake out quicker. For berserkers the more powerful melee weapons can be used to stun the Scrake and, whilst coupled with hit and run tactics, can allow for multiple hits in close quarters without receiving damage.

The Skrake is the only specimen aside from the Fleshpound with the health to survive large barrages of explosives, so it is a common myth that Scrakes - due to their ability to absorb more explosive damage compared to the FP - have protection against explosives. While this is not true, it should be kept in mind for late waves for Demolition and Support class players.

[edit] Class Specific Tactics

[edit] Field Medic

While the Field Medic lacks any weapon perks to speak of, his large armor bonus allows him to at least handle the damage output of the Scrake, and his speed bonus is enough to outpace a calmed Scrake on any difficulty. The main issue a Medic will have in a team-based situation is either healing the Berserker faster then he can be damaged, or keeping the Scrake's attention long enough to prevent it from tearing into the rest of the squad's more expensive, less reliable body armor. With few enough players on the server, a high-level medic armed with the MP5 and hunting shotgun can solo a Scrake while taking minimal damage. In solo play, if the Medic has a good sharpshooter weapon, the Scrake is of little difficulty and can often be safely kited while the Medic picks off its supporting mob.

[edit] Support Specialist

The Scrake is a bit of a damagesink, something Support classes will quickly notice at nearly every difficulty. Unless sufficiently levelled, it can take an entire AA-12 drum to take one down, and while the Hunting Shotgun deals tremendous damage, the lengthy reload leaves the Support class vulnerable to one or more slashes from the enraged Scrake. Before approaching at him, Support Specialist must be sure that there is enough room to backpedal constantly and kite Scrake when he's enraged. In a team game, the Support should try to avoid taking down the Scrake unless it becomes enraged, and should instead mop up the surrounding mobs that often accompany them to take some pressure off the Sharpshooter or Berserker. In solo play, on nearly any difficulty a Support can use the AA-12 to hit it until it's provoked, and then pull out the Hunting Shotgun and use a double-barrel blast to put it down for the count - on Hell on Earth this is becomes exponentially riskier due to the Scrake's higher rage threshold. It's recommended to finish and focus on the Scrakes that is stunned by Crossbow, Lever-action or L.A.W. Another strategy involves carrying both the Shotgun and the Hunting Shotgun. The tactic is to pick off on the Scrake's HP at a reasonable distance until it rages; when you think it would be the right time (shoot it once more with the pump shotgun for good measure), crouch and pull out the hunting shotgun and use its alternate fire while aiming for its chest. This is usually enough to kill it.

[edit] Sharpshooter

The Sharpshooter's entire arsenal, aside from the 9mm Pistol, is extremely effective against the Scrake. So much so that a high level Sharpshooter can kill a Scrake in one hit with the Lever-Action Rifle, or in less then half a clip of the Handcannon or M14EBR on the lower difficulties. Another inherent advantage on most difficulties is the Sharpshooter's ability to stun the Scrake from a distance with both the lever-action and the crossbow, which can be reliably done with practice to chip away at Scrakes if the Berserker on hand needs time to heal or deal with smaller specimens. In a team setting, Scrakes are one of the Sharpshooter's primary focuses in the latter waves due to their unrivaled ability to soak up damage and shield other specimens from the crowd control classes. Chaining headshots with the crossbow or lever-action are the most reliable, but on Hell on Earth the Sharpshooter can only stun a Scrake once, making the Crossbow or M14 a more attractive choice. Handcannons can also be used, but the lower rate of fire and awkward iron sights make headshots more difficult. Due to their vitality based aggression and high damage outcome in a blink, it is not advised to anger Scrakes with quick headshots on Hell on Earth. Instead, chain 3-4 headshots from your M14 or Handcannon at the first hand, then do a stunning headshot from your LaR or Crossbow. After Scrake is stunned finish the job with a few more M14 or a single HC blow. An important note is that occasionally when stunned, the Scrake will play one of two animations; one where he is playing the proper "stunned" animation, slumping over and shaking his head, and a second where he reverts to his standard idle animation. It is important that the Sharpshooter know how to identify and compensate for the hitboxes, at both state it works to aim for his neck. As a benefit, another glitch involving the Scrake's stun is that at sufficient range he may simply run out of rage and begin walking at an extremely slow pace, giving you more then enough time to line him up - this does not happen if his rage is triggered by someone else firing on him during his stun, so it is often only viable in solo play.

[edit] Commando

The Commando is a class that isn't incredibly effective against the Scrake, but has some ability to fight against them and chip in in a team game. In lower difficulties, a Bullpup wielding Commando can actually do an astounding amount of damage to the Scrake's head if their aim is good, one of the very few ways to decapitate a Scrake without killing it instantly. Once playing on Hard and above, this isn't as reliable and can lead to some awkward deaths, so the SCAR should be used more frequently for dealing with the Scrake to ensure a relatively safe kill. In team play it's best for Commandos to leave them alone, as the Scrake has massive amounts of health that swallow entire magazines from the assault rifles, but if needed the Commando can pitch in using the SCAR, making sure to land headshots if possible. Instead they should focus on the horde to keep the Sharpshooters and Berzerkers free. In solo play a good Commando can kite Scrakes and handle them one by one, emptying magazines from their Bullpup or AK and switching to their more powerful rifle once the Scrake is enraged. The Commando's ability to gauge health bars is a bonus, as it lets them determine when a Scrake is about to hit their rage threshold, letting them soften them up either for the SCAR or for their teammates.

[edit] Berserker

The Berserker, much like the Sharpshooter, has several ways to dispose of Scrakes, and in fact are arguably the preferred class despite the dangers associated with fighting a man with a chainsaw. Their health bonus lets them soak up immense amounts of damage, and once sufficiently leveled they are the only class that can chain-stun the Scrake relatively easily. The Fire Axe and Claymore's alternate fire can both stun the Scrake on headshots, while a Chainsaw's alternate fire can stun them from behind, leaving them unable to retaliate so that the Berserker can slice them up with impunity, and once levelled the Katana and Chainsaw's primary fire allows them to cut down the Scrake incredibly fast with minimal loss of health. The main issue in both team and solo play is the horde of specimens around them, which can make a one-sided affair swing the other way. In a team game, a Berserker on a good team can simply deal with the Scrakes without fear, within some little help a good Berserker can catch a Scrake from his behind, which gives the opportunity of dealing massive damage in a few seconds. If the team has issues with the swarm, they might need to assist by cutting down a few specimen before handling the Scrake. In solo play, along with Fleshpounds, the Berserker must kite them as long as possible, whittling down the horde until they can safely engage them one-on-one.

[edit] Firebug

Scrakes are the bane of the Firebug's existence. In most team situations a single Scrake can eat up over a hundred units of fuel, making them a very unappealing target. While the Mac-10's incendiary rounds do a fair amount of damage, they lack the punch of other classes' higher tier weapons. In team play, Scrakes should be treated as collateral damage, and the Firebug should avoid focusing fire on them, just enough to set them alight. If set alight, Scrakes occasionally snap out of their enraged state and stumble around, but in other cases, they might continue to rage and flail about unpredictably, wreaking havoc amongst a group. Alight Scrakes should be put down as soon as possible. In solo play, Scrakes are extremely difficult and require kiting and ammo conservation - simply putting one round from the Mac or throwing an Incendiary Grenade and putting a few units of fuel onto them to keep them roasted, but hopefully keeping them from raging. If the Scrake does rage, the Firebug should simply hold down on the trigger and let loose - a Firebug on Suicidal or Hell on Earth should actually plan on being hit, as they can't kill Scrakes quick enough without long range.

[edit] Demolitions

Much like Firebugs, Demolitions have an issue with Scrakes. Their ability to absorb large amounts of ammo, combined with their tendency to hurtle into close combat once wounded make them very dangerous to Demolitions in any situation. A Demo should make use of pipe-bombs and the M32 for Scrakes, as the M79 simply can't kill them quick enough. In team games, a Demo can dart in and drop a pipebomb in the Scrake's path, and let the combined fire of the rest of the team finish off the stunned and heavily wounded Scrake, and should generally save his M32/M79 stockpile for the mob behind it. In solo, the same tactic can apply, luring a Scrake onto a pipebomb and then letting loose with the M32, hopefully finishing it off, but on Suicidal another pipebomb might be required. Scrakes are very expensive to kill no matter what, so ammo AND money conservation becomes a significant factor on higher difficulties. Use of the LAW is extremely discouraged if there's no large distances inbetween. Explosive damage isn't scaled for Scrakes and most of the Demolition Expert's weaponry falls short in the terms of reloading. If Demolition founds a Scrake charging onto him, he might try a last stand by burying his M32 blunt shots to his throat, hopefully kill or heavily damage him. Attacking Scrakes when they're not enraged is a risky move for Demolition Expert until your explosives are covered within heavy fire by other teammates.

[edit] Health charts

[edit] Total health

The base hit points of the Scrake is 1000; its total health on normal with one player, and for every additional player 500 hit points is added. This figure is then multiplied by 0.5 on beginner, 1 on normal, 1.35 on hard, 1.55 for suicidal, and 1.75 for hell on earth.

Players Beginner Normal Hard Suicidal Hell on Earth
1 500 1000 1350 1550 1750
2 750 1500 2025 2325 2625
3 1000 2000 2700 3100 3500
4 1250 2500 3375 3875 4375
5 1500 3000 4050 4650 5250
6 1750 3500 4725 5425 6125

[edit] Head health

The base hit points of the Scrake's head is 650; its total health on normal with one player, and for every additional player 195 hit points is added. This figure is then multiplied by 0.5 on beginner, 1 on normal, 1.35 on hard, 1.55 for suicidal, and 1.75 for hell on earth.

Players Beginner Normal Hard Suicidal Hell on Earth
1 325 650 878 1008 1138
2 423 845 1141 1310 1479
3 520 1040 1404 1612 1820
4 618 1235 1667 1914 2161
5 715 1430 1931 2217 2503
6 813 1625 2194 2519 2844

[edit] Bounty

Beginner Normal Hard Suicidal Hell on Earth
£150 £75 £63 £48

[edit] Gallery

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[edit] External links

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