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Scythids are large, leech-like invertebrates. They have fleshy appendages on their sides that allow them to jump and fly varying distances. They may attack in large groups and are very versatile in moving and flying.
Scythids are fast, usually low to the ground, and always attack in groups. They are generally not regarded as dangerous enemies, although they can offer some element of surprise with their mob attacks and tendency to remain hidden until potential prey ventures close.
Contrary to in-game information, which suggests that they have an incendiary vulnerability, scythids have a high resistance to all elemental damage, including rocket blasts, elemental damage-over-time, and all Grenades other than Transfusion, taking no more than 50% damage. Conversely, scythids take triple damage from all bullets and melee strikes. For purposes of elemental bullet affinity, scythids are unshielded flesh. Scythids have no Critical hit location.
Other than the small Scythid Crawler, scythids are not particularly fragile.
Types of Scythid
Scythid Crawlers are very small, pale pink scythids. Though sneaky, their attack style is limited. After approaching a target along a straight line, they will emit a high-pitched noise (akin to a loud "mee-yeep!") and leap at their target for a small, almost negligible amount of damage. A small pause in their movement indicates that they are about to pounce.
Close-ranged weapons with a spray effect such as shotguns or submachine guns are effective for dealing with them up close, while an accurate burst from a combat rifle can quickly eliminate them at a distance. Melee attacks are also a viable way of dealing with them as this saves ammo and they usually die in one hit.
These can be very hard to see due to their small size. After it attacks, they will make a small rotation to their target and repeat it over again.
- Playthrough 2: Scythid Slug
- Playthrough 2.5: Scythid Creep
Desert Scythids look like dark brown scarab beetles with their distinctive shiny backs. They are the fastest type of scythid, easily able to overtake prey trying to retreat. In terms of attack behavior they are the most complex scythids. In addition to the leaping attack, they will rush their target with a narrow zig-zag and when in range, rear up and attempt a powerful slashing attack. Sometimes they will take to the air, frantically flapping their side appendages while extending their slashing spines, and will either try to fly behind their prey while they are distracted with other scythids, or they will just fly at their target's face and try for a critical slash attack.
It is easiest to kill them with a burst of automatic fire, a shotgun blast, or a well-placed melee attack.
- Playthrough 2: Wasteland Scythid
- Playthrough 2.5: Dune Scythid
Bursting Scythids are large bloated scythids that prefer to get close and attack exactly like the Crawler. Relative to their size they have very little health but explode when killed, damaging their victim if they are close enough. This is a hazard when driving, since the death explosion will deal extra damage to a vehicle when they are run over. Bursting scythid glow immediately before exploding; avoid damage from the explosion by being cautious when the scythid starts to glow.
Due to their ample target profile and vulnerability to regular guns, any weapon can kill them quickly. Curiously, if killed by a melee strike, their dying blast will not injure the killer.
- Playthrough 2: Exploding Scythid
- Playthrough 2.5 Kablooey Scythid
Big, and ugly, with blue-green coloring along the back with a dull orange underbelly, Giant Scythids are easy to spot. They are also tougher and harder hitting than the other breeds of regular scythid, but fortunately these behemoths are limited in their attack patterns. They will steadily approach prey, their heads raised, and swipe with a slashing attack, or they will leap from close range to initiate at knock back strike.
The easiest ways to kill them is with any rapid fire weapon while backing up, or unloading repeated blasts from a shotgun into their vulnerable underbelly. Due to their size and vulnerability to regular damage sniper rifles and accurate combat rifles are effective at range.
- Playthrough 2: Mommoth Scythid
- Playthrough 2.5: Colossal Scythid
Badass Fire Crawler
Fire Scythid Crawlers are similar in color to the Bursting Scythids but slightly bigger, and significantly tougher. Slow for a scythid, this badass enemy will move into range and begin bombarding their victim with a torrent of 6-10 fireballs with a limited splash radius. This attack pattern can be deadly, as once it starts, it will not stop until finished and if a player tries to out-range the bombardment, the Burning Crawler will just cast them farther.
Automatic gunfire or repeated shotgun blasts are an effective method of dispatching them. Due to the lethality of their ranged attack, large target profile, and vulnerability to gunfire, they should be considered priority targets.
- Playthrough 2: BadMutha Blazing Slug
- Playthrough 2.5: Superbad Scorching Creep
Badass Shock Scythid
These creatures look exactly like Giant Scythids except for their total blue color and the electrical sparks running across their surface. Like the Burning Scythid, this Badass enemy will quickly move to range and then release an arcing, shock projectile that has a limited splash and does extreme damage to shields. In addition, they also have the slashing attack of Giant Scythids, but with the added danger of shock elemental effect. Fortunately, they won't employ the slashing attack often, preferring their ranged bombardment while other scythids act as interference.
This breed is quickly taken down with heavy automatic fire from a machine gun-style combat rifle or multiple blasts from a shotgun. Shock Scythids will explode with an electric nova when they die, so melee attacks shouldn't be attempted. Because the projectile attack from this enemy can almost instantly strip away shields, and because they are vulnerable to regular bullets, prioritize this enemy when encountered.
- Playthrough 2: BadMutha Lightning Scythid
- Playthrough 2.5: Superbad Galvanizing Scythid
Badass Poison Scythid
This badass creature is as big as the Giant Scythid while attacking with all the complexity and blinding speed of the desert scythid. In addition to a moderately damaging acid-based spray of projectiles it can leap, fly, zig-zag, and slash. Like all elemental scythid, the Badass Poison Scythid explodes when it dies, usually triggering a corrosive elemental effect.
Heavy automatic fire from combat rifles can be used on Badass Poison Scythids to great effect. Poison Scythids have the most damaging death explosion, capable of crippling a victim at short range, so they should be killed on sight from a safe distance if possible, preferably with a high powered sniper rifle.
- Playthrough 2: BadMutha Venomous Scythid
- Playthrough 2.5: Superbad Noxious Scythid
- Scythids and bandits will attack each other when in the same vicinity.
- The Badass Poison Scythid can allegedly fire corrosive balls that will look like shock balls but the ball will still retain the corrosive ability of the Poison Scythid. This can be seen near the middle to end of the volley.
- Scythid emit a high-pitched squeal when attacking.
- In early concept design, Scythid were quadru- or sexti-pedal and functioned like a coordinated group, like the Pandoran equivalent of a hyena pack, as opposed to senseless pouncing and fluttering. They preferred to waylay targets, often going after lone targets and sometimes even vehicles that passed near their nests.
- The original Scythids came in several varieties, but lacked elemental dispositions. They were, from the smallest to the greatest, the dog-like sprinters and runners, which preferred to ram and gore targets, often tipping over vehicles; semi-serpentine Reavers, which tended to attack from cliffsides and use tusk and blade-like arm appendages to maul prey; the huge and mammoth-like Ravagers, which burst from the ground and attempted to grieve or pince opponents with their massive, scythe-like tusks; and the gargantuan and fearsome Ruiners, which were much to the effect of a Ravager, but thrice its size, four-tusked, and capable of vomiting caustic bile as well as performing a fierce, area-effect ground slam. In the end, Gearbox discarded these beautific beasts in favor of slugs, claiming they were "too much like Zerg" in both form and function.