Hello there! We are conducting a survey to better understand the user experience in making a first edit. If you have ever made an edit on Gamepedia, please fill out the survey. Thank you!

Scout

From Deep Rock Galactic Wiki
Jump to: navigation, search
Scout portrait.png Afraid of the dark? No need, you've got me!
~ the Scout
Scout
Scout.png
Class Details
Icon Scout
Voice Pitch 115%

The Scout is one of the four playable dwarves in the game. He is equipped with a 'Deepcore GK2' assault rifle, the 'Jury Rigged Boomstick" shotgun, a reusable Grappling Gun, and a Flare Gun that fires sticky flares.

About[edit | edit source]

As the Scout, you are the only one to carry the powerful Flare Gun, and the entire team depends on you for light. To scout ahead, you are also equipped with a Grappling Hook, letting you get to almost anywhere. But, while you are carrying an Assault Rifle and a Sawed off Shotgun, you should be careful not to get cut off from your team - the caves don't take kindly to lone explorers.
~ Class Description

The Scout boasts the fastest movement speed in the game, due to his reusable Grappling Gun, and is the only class capable of placing sticky flares using his unique Flare Gun, that can be used to light up much larger areas than the normal flares are capable of. The Scout is also equipped with a light Assault Rifle and Sawed-Off Shotgun for close and long ranged encounters.

The Scout is able to choose from three different types of grenade: The Inhibitor Field Generator (IFG) which slows enemies down and reduces their damage, the Cryo Grenade which inflicts Frost damage and can potentially freeze enemies instantly, and the Pheromone Canister which covers an enemy in pheromones, turning them into a target for other enemies to attack.

With excellent mobility and the ability to illuminate areas, the Scout is the perfect class for navigating larger cave systems with a lot of wide-open space. Scouts should be first in line while running through cave systems, placing flares and marking hazards and ores wherever they may be. He has excellent synergy with the Engineer, as the latter can place platforms which the Scout can use to access materials normally out of reach with his Grapple Gun.

His damage potential may not be the highest but his Shotgun deals immense damage up close and can usually kill even Glyphid Praetorians in just two shots, while his Assault Rifle deals respectable, constant damage at medium range. With his unlockable weapons he gets access to a long-ranged rifle - the M1000 Classic - and a dual pair of rapid-fire SMGs - the Zhukov NUK17s. These guns can change the Scout's playstyle in drastic ways; the M1000 especially, boasting the longest range of any weapon in the game.

The Scout's range on his weapons is somewhat limited. With the exception of the M1000, all of his guns operate best at close to medium range. Distant targets such as Acidspitters and Menaces can give him trouble, requiring him to either engage with his Grapple Gun (which can be risky) or take cover. The Scout also suffers against large groups of enemies, as his weapons aren't suited for multiple targets and none of his grenades deal direct damage. Because of this he struggles to operate during Swarms, where large numbers of Glyphids can outpace his damage output. As a result, picking key targets such as Praetorians, Wardens and Grabbers is typically the Scout's best gameplan.

Equipment[edit | edit source]

All classes have eight pieces of gear, each of which can be individually upgraded using Credit.png credits and crafting resources. There's currently two unlockable weapons per class, each weapon has their own assignment. Once an assignment for a weapon has been completed it then can be purchased within the upgrade terminal.

Equipment Initial Stats Description
Assault-rifle.png

Deepcore GK2
Assault Rifle

Damage 11
Stun Duration 2s
Clip Size 25
Max Ammo 350
Rate of Fire
(per second)
7.0
Reload Time 1.8s
Stun Chance +10%
A dependable, hefty weapon.
Usually not the first choice of proper dwarves, but the combination of heft, weight, and satisfying boom makes it worthwhile all the same.
M1000.png

M1000 Classic
Semi-Automatic Rifle

Damage 55
Clip Size 5
Max Ammo 50
Rate of Fire
(per second)
5.0
Reload Time 2.2s
Focus Speed 1.0
Focused Shot Damage +50%
Requirements
Credit.png 7600 Jadiz 120 Croppa 80
The original design for the M1000-pattern DRG-issue percision rifle goes back hundreds of years, practically unchanged.
High damage, respectable fire rate... and that "Ping". A prime exmple of "if it ain't broke, don't fix it
.
Sawedoff-shotgun.png

Jury-Rigged Boomstick
Shotgun

Damage 11
Bullets
(per shot)
7
Clip Size 2
Max Ammo 24
Rate of Fire
(per second)
1.5
Reload Time 2.0s
You take a shotgun and cut it in half.
You're left with a light handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons.
A true classic.
Dual machine pistols.png

Zhukov NUK17
Submachine Gun

Damage 10
Clip Size 50
Max Ammo 600
Rate of Fire
(per second)
30.0
Reload Time 1.8s
Requirements
Credit.png 8200 Bismor 160 Umanite 100
Never sophisticated, but never disappointing either.
The NUK family of twinned micro SMGs has a long and treasured track record,
yet those in the know generally agree that the 17 is among the very best.
Grappling-gun.png

Grappling Gun
Support Tool

Max Range 20m
Cooldown 4s
Risk of Accidental Death High
The ultimate explorer's tool - this self-recharging grappling hook will get you out of any sticky situation, and onto any distant ledge.
Handle with care - ending up dangling from the ceiling and then dropping 60 feet onto the floor is not covered by the employee insurance.
Flare-gun.png

Flare Gun
Suppot Tool

Damage 40
Duration 75s
Clip Size 3
Max Ammo 12
Rate of Fire
(per second)
1.0
Reload Time 2.4s
A powerful projectile launcher that shoots high-intensity, adhesive flares.
The flares can attach to even the hardest material.
Pickaxe.png

Basic Pickaxe
Support Tool

Damage 25
Armor Breaking 50%
No respectable miner would leave home without it.
Flare.png

High-Intensity Flare
Support Tool

Flare Duration 25s
Max Flares 3
Recharge Time 12s
Flare Color Blue
A flare on steroids! Powerful enough to light up even the darkest of caves, and sure to put a gleam in the eye of even the most dour dwarf. What's not to love?
Grenade ifg.png

Inhibitor-Field Generator
Support Tool

Effect Radius 3.4
Duration 20s
Max Grenades 6
Slowdown Strength +75%
Weakening Strength +30%
The IFG - or Inhibitor-Field Generator is one of the latest inventions of the good people down in R&D. Toss one of these bad boys into a cluster of bugs, and watch them slow right down.
Grenade freeze.png

Cryo Grenade
Throwable

Effect Radius 6
Carried Amount 4
Requirements
Level 5 Credit.png 1200 Magnite 10
Instantly lowers the ambient temperature of everything in a medium-sized area.
Will flash-freeze most Hoxxes wildlife - as well as any helpless DRG employees caught in the blast zone.
Grenade pheromone.png

Pheromone Canister
Throwable

Damage Radius 6
Carried Amount 4
Requirements
Level 10 Credit.png 3400 Croppa 20
Any creature covered by the substance within becomes an irresistible target to any kind of Hoxxes wildlife. Handle with extreme care.
The boys in R&D are very proud of this one.
Armor.png

"Fox" Armor Rig
Armor Undersuit

Shield 25
Recharge Delay 7s
Fall Damage Resistance 0%
Each set of DRG issue armor is mounted on a highly modifiable undersuit, capable of transforming the capabilities of the armor considerably.
Regrettably, R&D has as yet proven unable to utilize the suit's stillsuit capacity towards onboard production of alcohol.

Basic Tips and Strategy[edit | edit source]

  • Deepcore GK2
    • This weapon is an excellent mid-range skirmishing tool which can quickly deal damage to individual targets. Upgrades to clip size and damage are the best options, as these let the Scout keep pumping out damage without pause.
    • The Battle Frenzy modification gives the Scout a a short speed boost every time he kills an enemy. The speed boost is useful for kiting large groups of enemies.
    • To maintain accuracy at long ranges, tap-fire slowly to prevent spread growth.
  • M1000 Classic
    • The M1000 is interesting due to its immense range - it has the best range of any of Scout's weapons and is arguably the longest-ranged weapon in the game. This makes it an excellent choice for picking off distant targets such as Menaces.
    • Holding down the fire button enters "Focus Mode" which slows the Scout's movespeed and zooms the screen in slightly. Doing so boosts weapon damage by %50, which is more than enough to instantly kill most enemies such as Glyphid Grunts and Mactera Spawn when aiming for their weak spots.
      • Choose upgrades which buff Focus Mode to turn the gun into a long-range sniper rifle, or upgrades which increase stability and clip size for a potent mid-range rifle with surprising mobility.
    • The Precision Terror modification will cause enemies to run away from you when you kill an enemy with a focused shot at their weakpoint. This comes in handy when a large group of enemies are closing in on you.
    • Focus Mode can be cancelled by switching to another weapon, reloading or swinging the Pickaxe.
  • Jury-Rigged Boomstick
    • Although it only has two shots, the Boomstick is capable of dealing immense damage against weak spots. It can usually kill Praetorians in just two shots when aimed for their weak spots, and it deals more than enough damage to instantly kill smaller enemies no matter where it's aimed.
      • Certain upgrades such as Blowthrough Rounds and Blast Wave let the gun damage multiple targets at once, further increasing its damage potential.
    • Unfortunately the weapon doesn't carry much reserve ammo and with only two shots to secure a kill with, accuracy is demanded of the Boomstick's user. However, this usually isnt an issue when operating at the suggested point-blank ranges.
  • Zhukov NUK17
    • The Zukov's firing speed and low accuracy make it a solid close ranged weapon.
    • Use it in conjunction with the M1000 Classic in order to make up for the M1000's lackluster close range effectiveness.
    • Always try to aim for weak spots with this weapon. the low per-shot damage makes it very ineffective against heavily armored enemies such as Praetorians.
  • Grappling Gun
    • The Grappling Hook is the fastest traversal method in the game, try not to leave your team behind.
    • Team up with the Engineer's Platform Gun to make ceiling resources more accessible.
    • The mobility granted by The Grappling Hook combined with the Field Medic perk makes the Scout great at reviving downed teammates.
    • The Momentum upgrade grants a speed boost which is fast enough to allow the scout to sprint while carrying heavy objects such as Aquarq and Mini-M.U.L.E. legs.
  • Flare Gun
    • Though it can be used as a weapon, damage caused by the Flare Gun is so minimal it barely counts.
    • Flares are best placed on ceilings or outcrops, which allow the flares to provide the most coverage.
    • Use the Flare Gun to spot Cave Leeches and unseen minerals, also useful during waves for spotting enemies.
  • Grenades
    • IFG
      • A fantastic tool used for slowing enemies in their tracks, the IFG deals no direct damage but is great for throwing into a swarm of enemies and halting their progress.
      • It allows time to retreat, opens opportunities to fire back or helps to round enemies up together to improve splash damage.
      • A great tool to use on targets with big weak spots like Praetorians, as it prevents them from turning around to cover their vulnerabilities effectively.
    • Cryo Grenade
      • Freezes enemies in place. Usually powerful enough to instantly freeze targets, though larger foes can thaw out faster.
      • Serves a similar role to the IFG, except the Cryo Grenade is faster but slightly less effective.
      • Frozen targets are unable to move and take greatly increased damage, especially on their weak spots.
      • The Cryo leaves behind a large white cloud of mist upon detonation, which can potentially obscure targets.
    • Pheromone Canister
      • Enemies don't need to be coated in pheromones to attack each other; unaffected enemies will still attack those who have been coated.
      • While it deals very little damage, this grenade is fantastic for tightly clustering enemies together, rendering them wide open to another Dwarf's grenade. Work with a class like the Gunner or Driller to throw a second explosive into the mix for total destruction.
      • Try throwing the canister onto a big target like a Praetorian; all surrounding enemies will then swarm the affected enemy, very quickly whittling down its health.

Voice Responses[edit | edit source]

Class Selected[edit | edit source]
  • "The truth is out there, so is the gold."
  • "Yeah, I don't so much 'scout' as make this operation possible!"
  • "Afraid of the dark? No need, you got me!"
  • "Allow me to 'illuminate' the situation! Ha ha ha ha ha!"
  • "Yeah, I got a grappling hook, what are you gonna do about it?"
  • "Time to light this shit up."
  • "Darkness? Ain't nothing."
  • "Let's move it."
  • "Keep them Shites off me, I'll keep the team alive!"
  • "Darkness, here I come!"
  • "I can get anywhere, anytime."

Trivia[edit | edit source]

  • Previously before Update 24: Explosive Expansion the Scout was the only class to carry a unique grenade, that being the IFG. All the other Dwarves carried simple frag grenades.