The Scavenger is a late-game Champion boss that spawns with a fully random item set including Commons, Uncommons, a Legendary, and a random equipment it actively uses. Its Thqwib attack triggers all of its on-kill item effects on landing, making the fight uniquely dangerous based on what it rolled. Killing the first Scavenger per stage drops its sack, which contains 10 random items. Unlike the Overloading Worm, Scavengers can spawn as Elites.
Every Scavenger spawns with a randomly selected set of items it uses during the fight. This is what makes the Scavenger unpredictable. A Scavenger with Soldier's Syringe and AtG Missiles plays completely differently to one with Tesla Coil and N'kuhana's Opinion. Inspect what it is carrying before committing to a strategy.
Unstable Tesla Coil and Frost Relic deal massive sustained damage if you get close. N'kuhana's Opinion fires skull projectiles when the Scavenger heals. Will-o'-the-Wisp and Gasoline trigger on every Thqwib landing regardless of direct hit. Check the Scavenger's glowing item indicators at range before engaging.
The Scavenger has two core mechanics: the Thqwib throw and the Take Item pickup. The Thqwib is the primary DPS threat. The Take Item window is a near-invulnerability phase that resets its power level mid-fight.
Throws 8 Thqwibs in a wide arc. Each travels at 40 m/s and explodes on terrain impact for 400% damage in a 10m radius with sweet spot falloff. Proc coefficient 1.0. 8s cooldown. Gets extra charges if the Scavenger has Backup Magazine.
Triggers below 50% HP. The Scavenger sits down, gains 200 armor and takes only 1/3 damage for 3.5 seconds, then picks up a random non-equipment non-lunar non-void item. Common: 5 copies. Uncommon: 2 copies. Legendary: 1 copy. 1.5s end lag.
The Scavenger actively uses its random equipment during the fight. This is the most unpredictable danger. Royal Capacitor, Disposable Missile Launcher, Unstable Tesla Coil, and Frost Relic are especially dangerous. Check what equipment the Scavenger is carrying as soon as you see it.
The Scavenger does not drop a specific boss item. Instead it drops its sack, which is one of the best item rewards in the game.
The first Scavenger killed per stage drops its sack. Interacting with the sack gives 10 random items. These items are completely independent of what the Scavenger was carrying. Only the first Scavenger kill per stage drops a sack - subsequent Scavengers on the same stage do not.
The sack is worth more than most teleporter event rewards. If a Scavenger spawns naturally on a stage, killing it and opening the sack is almost always worth the risk. The 10-item windfall can define the rest of your run.
The Scavenger moves at only 3 m/s and has no mobility. It is not mechanically difficult to fight. The challenge is entirely its random item set and unpredictable equipment. Speed is the key - the faster you kill it, the fewer Take Item pickups it completes and the fewer equipment activations it gets.
Check its equipment first. Stay at medium range to avoid Thqwib splash and secondary on-kill procs. Burn it down before 50% HP if possible to skip the Take Item window entirely. If it does Take Item, back off and wait out the near-invulnerability before re-engaging.
Identify the equipment immediately. The Scavenger's equipment slot determines whether this is a straightforward fight or a dangerous one. Spot the equipment indicator on its body. Royal Capacitor, Tesla Coil, and Frost Relic are the ones that require the most respect.
Do not stand near Thqwib landing zones. Thqwibs trigger on-kill item effects on landing. Even if none of the 8 Thqwibs hits you directly, Gasoline and Will-o'-the-Wisp procs can reach you from the impact zone. Position yourself off to the side rather than directly in front.
Wait out the Take Item animation. During Take Item the Scavenger gains 200 armor and takes only 1/3 damage. You will effectively do zero damage during this window. Use the 3.5 seconds to reposition and heal rather than wasting cooldowns.
Kill it fast to limit pickups. Every Take Item pickup adds items that scale the Scavenger's Thqwib procs further. A Scavenger that has completed two or three pickups is significantly more dangerous than one at full HP. High burst survivors like Railgunner and Bandit that can end the fight quickly are ideal.
Captain's Microbots are exceptional here. Defensive Microbots shoot down individual incoming Thqwibs automatically. This effectively neutralizes the Scavenger's primary attack on its own without any player input, letting you focus entirely on damage output.
The Scavenger is slow and immobile, so any ranged survivor with high single-target DPS excels. The biggest threat is the random equipment - survivors with passive projectile defense have a meaningful advantage.
Highest single-target DPS at range. Can kill the Scavenger before it gets a second Take Item cast. Guaranteed weak point crits make the fight very fast. Stay far enough back to avoid Thqwib splash.
Defensive Microbots shoot down individual Thqwibs passively, removing the primary attack threat almost entirely. Diablo Strike for burst during Take Item window. Hacking Beacons convert the sack's value further.
Attacks while sprinting lets her stay constantly mobile and dodge Thqwibs without losing DPS. Laser Glaive hits regardless of the Scavenger's slow movement. Low HP means one mistake near a Tesla Coil or Frost Relic is lethal - stay far.
Lights Out resets on kill allow chaining kills near the Scavenger. Desperado stacks make single-target burst extremely high. Backstab from behind the Scavenger guarantees crits throughout the fight.
Strong burst but requires close range, which risks triggering secondary proc effects from Thqwibs (Gasoline, Will-o'-the-Wisp). The Take Item near-invulnerability window wastes her grapple timing. Still very effective with care.
Snap Freeze execute is powerful but requires getting close. The random equipment is the main threat - a Royal Capacitor or Tesla Coil at close range during Nano-Bomb charge can end the fight instantly.
Scavengers can spawn on any stage once the difficulty is high enough. They are Champion-tier monsters and only appear in late-game runs or after looping. They do not have fixed stage assignments like some other bosses.
The first Scavenger killed per stage drops its sack. Opening the sack gives 10 random items unrelated to what the Scavenger was carrying. Only the first Scavenger per stage drops a sack.
Each Scavenger spawns with 9 Common items across 3 types, 4 Uncommon items across 2 types, 1 Legendary item, and 1 random equipment. It cannot spawn with blacklisted, void, or lunar items.
When the Scavenger drops below 50% HP it uses Take Item. During this animation it gains 200 armor and takes only 1/3 damage for 3.5 seconds. Do not waste major cooldowns during this window. Wait for the animation to finish before committing big damage.
Yes. Thqwibs trigger the Scavenger's on-kill item effects on landing, including Gasoline, Will-o'-the-Wisp, and N'kuhana's Opinion. Even if you dodge the direct explosion, secondary proc effects can still hit you at range. This is the Scavenger's primary threat multiplier.
Unstable Tesla Coil and Frost Relic are the most dangerous at close range since they deal sustained damage in a wide area. Royal Capacitor and Disposable Missile Launcher deal massive burst. Check the Scavenger's equipment slot as soon as it spawns.
Yes. Unlike Magma Worms and Overloading Worms, Scavengers can spawn as Elites. When Elite, their equipment slot is taken by the corresponding Elite equipment instead of a random one.