“The Scrake. Yes, that is a chainsaw he's carrying. Nothing subtle about him!” —Loading screen tip.
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.<ref>Chainsaw Massacre - Scrakes only - Tripwire Interactive Forums</ref>
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.
During the Twisted Christmas event, the Scrake was reskinned into Jack Frost (See picture). For the Summer Sideshow event, the Scrake was reskinned into "the Incredible Man Monkey", a psychotic man in a giant cymbal monkey costume bearing big, beady, demented eyes, quoting lines from psychotic movies and making circus puns such as: "Organs for the grinder, Organs for the Organ Grinder!", "This sh*t is bananas", "Mother says I'm allowed to have the applesauce.", "and not a single f*ck was given that day.". For the Halloween Sideshow event, the Scrake was reskinned into the "Extraordinary Rabbit," a man in a rabbit costume with a psychotic grin and a pink-and-white shirt and pink-and-white shorts, it is based off the Man Monkey. During the Hillbilly Horror Event, a newer version of the Halloween event, the Scrake was reskinned into a lumberjack with a boar's head, known as Cousin Otis. The boar's head more than likely represents his sexual nature, as he makes sexual quotes such as: "I bet you squeal like a pig *squeal*" and "Them panties, *snort* take 'em off." Also to represent his pig-like nature as he will often squeal or snort. All three times, he retained the Chainsaw arm, apart from the Twisted Christmas event, in which the Scrake utilizes a frost saw.
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 to charge and chase them. Its modes of attack are very similar to those of the Chainsaw that players can carry, and it favours the powerful swinging attack when something angers him. 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 and the current difficulty of the game instead of chance to rush on sight. Harder the difficulty and lower the player count, the more likely they are to charge the players upon enduring weaker damage as they will hit the required percentage based health thresholds much faster now. As alive player count in the map is dwindling the new spawning Scrakes will have their health backscaled and become more susceptible to rage at any weak attack that doesn't kill them.
Before the enraged state they show signs of losing temper, as they lose their 10% of maximum health or more, they do small dashes to nearby players instead of waiting them to get to their attack distance then get to calm down a while, until picking another target that provokes him. Upon a short dash ending with a slash after losing 10% health, Scrake will never follow this lunge with a mow down or chase their target further. Scrake doesn't exactly go for their main target at this state, as he will change his sight to any nearby target as long as he's distracted by gun fire noise or direct shots previously. In case the player retaliates after getting startled like that, chances are they will enrage the Scrake early. When you know Scrake already lost their 10% health, juking around him will face with mild punishment but not unavoidable. This small lose of temper also marks the threshold that Scrake will heal back 10% of their current health after this point upon a succesful melee kill on another specimen or player.
A Scrake, starts charging when it reaches 50% health threshold and doesn't slow down unless flinched or stunned. In Suicidal and above difficulties, they start their enraged charge at 75% health threshold. When enraged, he rushes at target, slams his Chainsaw twice followed by a mow down to the target's guts as he leans forward for menacing eye contact. At this state, trying to get away from Scrake is not recommended and ill advised, as each step you take away from Scrake will result in him catching up with immense speed and slashing his Chainsaw twice again, which deals more damage per second than his rather slower mow down state.
In original KFmod of UT2k4 sometimes, the Scrake can say humourous quotes such as "April Fools." and "I like trousers".
The Scrake's behaviour was almost identical in the Killing Floor mod (the scrake could not "rage" but it could grab the player), however, 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.
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.
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 alive players on the server in Normal difficulty, Scrake can easily survive the off-perk blast from a Pipe bomb. Scrake has no known resistances to any kind of weapon besides Crossbow headshots at Suicidal and above difficulties, any slow loading or low damage output weapon will give Scrake an opportunity to dash forward with enrage.
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 is advised to maximize damage. The Lever-action rifle, Crossbow, M14 EBR, Husk fireball launcher, Fire axe and the Hunting shotgun are also effective weapons for taking out the Scrake with their various tactics for use. Said weapons either boasts a very high damage or capable of inflincting various impairment for the Scrake by hitting its required damage incur thresholds.
In addition, if enough damage is inflicted in a single hit, Scrakes can be stunned, rendering him immobile and unable to attack for a few seconds, or flinched, rendering him unable to attack momentarily but still able to move. While flinch shots made by any firearm always available to every perk as long as they're accurate, repetitive flinching melee strikes only available to the Berserker and no other perk can chain flinching strikes to lock them in a state of disarm. Due to the "single hit" criteria for flinch and stun, any of the Shotgun type weapons cannot be used to stun or flinch him, since the cumulative damage is spread out among individual, weaker pellet shots.
Scrake will be mini flinched if an attack does more than 150 damage to briefly make him unable to attack. Flinch duration can increase if damage dealt is over 500, called heavy flinch that can override some thresholds of enrage mechanics to cause slow rage. Stunning him to put a halt to his enraged run more than once can also inflict the same slow rage state on the Scrake. Also, when Scrake has completely burnt by stacked afterburn damage over 5 seconds when he's about to enrage but lost sightline with players, can hinder the Scrake's ability to run towards the player putting him in a state of slow rage. Stacking burn damage caused by any incendiary shot will utilize like heavy flinch here, thus making it easier to take him down.
A tactic often used by Berserkers playing on lower difficulty levels would be to repeatedly flinch a Scrake using a Katana, preventing it from retaliating by chaining the flinching attacks. However, this tactic cannot be used on Suicidal difficulty and above, since Scrakes gain a short inner cooldown against repeating melee attack type flinches on that difficulty. Ranged firearms, while remaining capable of flinch-locking a Scrake on higher difficulty levels without being restricted to any perk, a somewhat riskier alternative to melee weapons used by Berserker. When handling the off-perk firearms, headshots are often required to exceed the damage threshold for flinching and there's always the danger of not being able to kill the Scrake before needing to reload after a few missed shots or a thoughtless interference from teammates. Players are advised not to use small arms fire on Scrakes that are being flinched as doing so will break the flinch and endanger the player who is flinch-locking the Scrake.
Testing have shown that 667 damage or higher is needed to stun a Scrake for a few seconds. Stunning a Scrake can be done off-perk by powerful weapons such as L.A.W, Pipe bomb, M99 AMR, Husk Fireball Launcher charged shots or Buzzsaw Bow and Crossbow headshots. Off-perk Crossbow users should note however, that Scrakes gain a 50% resistance to Crossbow headshots on Suicidal and above difficulty and this render the Crossbow incapable of stunning a Scrake on these higher difficulty levels but still offer a heavy flinch.
Some powerful melee weapons such as Fire axe, Scythe and Claymore are also capable of exceeding the damage threshold required for stunning by hitting the Scrake's head from behind with a powerful but slow alt-fire attack even when used off-perk. Combining the default x2.0 melee backstab multiplier and the headshot multipler together for x2.2 times to x2.5 times the normal damage allow single hit to deal over required threshold to stun the Scrake. Since there are no limits to the number of times a Scrake can be stunned on Suicidal and Hell on Earth difficulty scale and that shots from small firearm cannot break the stun, it is considered the safer alternative to flinch-locking. Downside of stunning a Scrake is that it completely disables oncoming flinch attempts unless Scrake is stunned by Pipe bombs. Any other fire arm or melee attack, stunning the Scrake will completely deny mini-flinch or heavy flinch attacks following it.
While the L.A.W. is a very effective weapon against the Scrake, thanks to its unquestioned stunning damage and fire power; it is not considered a cost-effective strategy due to the cost of the rockets and the Scrake's bounty and its burdensome weight. Similarly to L.A.W., the M99 AMR is considered a hefty pricey solution to a problem with more than one alternative options. Both weapons share the same weight to take up so much space at the inventory, but as an extra, M99 uses very expensive anti-material cartridges which makes it a very sumptuous approach. By the price tag, M99 is also unforgiving upon any kind of whiff or bodyshot, maybe more than L.A.W. itself.
Pipe bombs are another expensive explosive to kill a single Scrake considering the amount required and Scrake's bounty on kill. In case Demolition player isn't sufficiently leveled, else difficulty and player count are high enough to increase its health scale, Scrake will endure a single or two Pipe bomb explosions. Even as a level 6 Demolition, at Hell on Earth difficulty with 6 alive players, Scrake will have enough health to shrug off 3 or more Pipe bomb explosions if they're not stacked tight enough due damage fall off.
Although the Scrake do not have any special resistance or weakness against explosives, players are advised not to use any explosive weaponry other than the L.A.W. or Pipe bombs against them from long distance. Most explosive weapons are slow to reload and wind up, pushes the target around by massive infliction of momentum, very expensive to supply and cause emitting smoke to hinder view. Explosions will wake the Scrake from its stunned state immediately by causing mini flinch or heavy flinch, overriding the stun state.
Being more expensive than L.A.W. and M99 AMR each; M32 MGL, Husk Cannon and AA12 aren't entirely reliable against Scrake due long range deviation of trajectory, slow damage build up or long reload and requirement of landing headshots to the Scrake for maximizing damage in a tight opportunity. Add the fact that rate of required ammunition cost to monetary reward on kill; it's essential to have enough leveled perk for dealing a Scrake for lessening economic impact when going for high price tag weapons. Someone with no trigger discipline with any of the said weapon might cause more trouble to the entire team than helping against the Scrake without any knowledge on how to inflict flinch or a proper stun.
Sufficiently leveled a Demolition Expert is able to abuse heavy flinch against Scrake with M32 MGL easily and halt its enrage mechanic with slow-rage. M32 is capable of inflicting heavy flinch to Scrake by a headshot, starting from Demolition perk level 3 but, off-perk use of any grenade launcher would only mini flinch him and quite slow to finish him at high difficulties with high player counts. Regardless of perk level, any Firebug or off-perk capable of stunning the Scrake by a full charged shot from Husk fireball launcher but any short charged flinch attempt will be canceled out by afterburn damage following the initial impact.
Note that when a Scrake charges at a player, he will swing his chainsaw twice, then attempt to whittle the player's health down by shoving his chainsaw into the player while slowly pulling them to himself. When this does occur, never backpedal, because this would cause the Scrake to continuously swing his chainsaw by dashing yet again, causing more damage than if you were to stood still. It is also easier to hit a stationary Scrake that is sawing a player down than trying to hit one that is running rampant.
The Scrake can start appearing in the middle of the game; appearing the last two waves for short, the last four for medium and the last six in long games.
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|
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|
|Beginner||Normal||Hard||Suicidal||Hell on Earth|