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Scout portrait.png Afraid of the dark? No need, you got me.
~ the Scout
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 mobility 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 applies freeze and can potentially freeze most 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 Glyphid Acid Spitters and Glyphid 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 on the Space Rig.

Equipment Initial Stats Description

Deepcore GK2
Assault Rifle

Damage 15
Stun Duration 2s
Magazine Size 25
Max Ammo 350
Rate of Fire
(per second)
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 Classic
Semi-Automatic Rifle

Damage 50
Magazine Size 8
Max Ammo 96
Rate of Fire
(per second)
Reload Time 2.5s
Weakpoint Damage Bonus Bonus 10%
Focus Speed 1.0
Focused Shot Damage +100%
Focus Mode Movement Speed 30%
Credit.png 7600 Jadiz 120 Croppa 80
The original design for the M1000-pattern DRG-issue precision 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

Jury-Rigged Boomstick

Damage 12
(per shot)
Magazine Size 2
Max Ammo 24
Rate of Fire
(per second)
Reload Time 2.0s
Front AoE Shock Wave Damage 20
Stun Chance 30%
Stun Duration 2.5
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 11
Magazine Size 50
Max Ammo 600
Rate of Fire
(per second)
Reload Time 1.8s
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
Support Tool

Max Range 20m
Cooldown 4s
Wind Up Time 0.4s
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
Support Tool

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

Basic Pickaxe
Support Tool

Damage 25
Armor Breaking 150%
No respectable miner would leave home without it.

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
Movement Speed While Using +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

Effect Radius 6
Carried Amount 4
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

Damage Radius 6
Carried Amount 4
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.

"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 a mid-range skirmishing tool which can quickly deal damage to individual targets.
    • To maintain accuracy at long ranges, tap-fire to prevent excessive spread growth.
  • M1000 Classic
    • The M1000 is interesting due to its immense range. This makes it an excellent choice for picking off distant targets such as Glyphid Menaces.
    • Holding down the fire button enters "Focus Mode" which slows the Scout's movement speed and zooms the screen in slightly. "Focus Mode" will increase weapon damage by 100% (cost 2 ammo per shot), which can kill most enemies in one hit such as Glyphid Grunts and Mactera Spawns 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 reloading or swinging the pickaxe.
  • Jury-Rigged Boomstick
    • Although it only has two shots, the Boomstick is capable of dealing immense damage due to its sheer pellet count.
      • Certain upgrades such as Blowthrough Rounds and Blast Wave let the gun damage multiple targets at once, further increasing its damage potential.
    • The weapon doesn't carry much reserve ammo and has only two shots to secure a kill with, accuracy is demanded of the Boomstick's user. However, this problem can be reduced 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.
    • It pairs well with the M1000 Classic, making up for the Classic's poor performance against foes such as Glyphid Swarmers.
  • Grappling Hook
    • 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
    • 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, unseen minerals, and during a swarm to spot enemies.
    • Hitting an enemy directly with a flare will deal minor damage. The flare will then drop to the ground.
  • Grenades
    • Inhibitor-Field Generator
      • A fantastic tool used for slowing enemies in their tracks, the IFG deals no direct damage but is great for throwing into or in front of a ground 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 Glyphid Praetorians, as it prevents them from turning around to cover their vulnerabilities effectively.
    • Cryo Grenade
      • Freezes most enemies in place. Larger foes can thaw out faster, and may require several grenades, or support from other freeze weapons, such as the Driller's Cryo Cannon, or Bosco with the Cryo Explosion modification.
      • Can be used to instantly kill any air creature that is in its blast radius, as all air creatures in the game die upon being frozen.
      • Frozen targets are unable to move and take greatly increased damage.
      • The grenade leaves behind a large white cloud of mist upon detonation, which can potentially obscure vision.
    • Pheromone Canister
      • Throw it on or near a group of enemies and all enemies in range will attempt to attack the ones affected by the canister, allowing a quick retreat if needed.
      • The canister does not have to hit the target exactly, as it has a generous range for how far it can hit.
      • While the affects of the grenade itself don't do a lot of damage, this grenade is fantastic for tightly clustering enemies together. This renders them wide open to another Dwarf's grenades. Work alongside a class like the Gunner or Driller to throw a second explosive into the mix for total destruction.
      • Always try to aim for groups of enemies, as each enemy has a limit on how many foes it can attract.

Voice Responses[edit | edit source]

Class Selected[edit | edit source]
  • "The truth is out there. So's 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. Heh heh heh...!"
  • "Yeah, I got a grappling hook. Whatchu gonna do about it?"
  • "Time to light this shit up!"
  • "Darkness? Ain't nothin'."
  • "Let's move it!"
  • "Keep them shites off me, and 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.