Bots / Version 1.0
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Trashbot

A scripted arena boss with two fight configurations, 30 health per phase before player-count scaling, eye-open damage windows, core recovery checks, and projectile patterns.

Version 1.0Checked July 2026Identify the bot, follow its resource route, or counter its attack
Official preview / bots
Official Scrap Mechanic preview of the Trashbot arena boss
Category
Bots
Encounter type
Two scripted boss fights
Health per phase
30 before player-count multiplier
Core recovery
5 core hits
Trashbot
Entry version boundaryTrashbot is checked for 1.0

The live game version is shown separately from this article's own test label. Structured recipe, trade, object, and quest relationships can also carry older source versions and are not automatically promoted by a site-wide release update.

Live game
1.0.5
Entry version
1.0
Entry checked
July 2026
Encounter type
Two scripted boss fights
Health per phase
30 before player-count multiplier
Core recovery
5 core hits
Stun time
3 seconds
Explosion radius
30 units
Damage window
Eye-open patterns
Scaling
Tracks maximum encountered player count
Game data

Trashbot recipes and properties

Attack model
Pattern sequences, shockwaves, and projectile walls
Weak-point rhythm
Eye damage → exposed core → recovery
Fight persistence
Arena manager controls stages and patterns
Preparation
Mobility, clear sight, and repeatable dodge lanes

Trashbot fight rhythm

StatePlayer objective
Eye closedRead the pattern and preserve movement space
Eye openApply the phase damage
Stunned / core exposedLand the five required core hits
RecoveryReset position before the next pattern

Health per phase is multiplied for the maximum player count encountered by the fight.

This Is Not a Farmbot With More Health

Trashbot damage is controlled by the current attack pattern and eye state. Firing continuously at a closed weak point wastes ammunition and blocks your view of the next shockwave or projectile wall.

Thirty Health Is Per Phase, Not the Whole Fight

Both fight configurations use thirty health per phase before multiplayer scaling. The arena records the highest player count it has encountered, so a group fight does not collapse back to a solo health expectation when someone leaves the immediate area.

Five Core Hits Complete the Recovery Window

After the damage phase opens the core opportunity, the fight expects five core hits before recovery. Assign a clean shooting lane instead of stacking every player on the same dodge path.

  • Enter with a separate movement lane and firing lane.
  • Reload before the eye-open window.
  • Move away from the 30-unit explosion area when the pattern demands it.

Bring a Transport Build, Not a Boss-Fighting Vehicle

Use a scout or hauler to reach the arena and stage supplies, then park outside the projectile space. The encounter is built around player movement and weak-point timing; a large vehicle becomes an obstacle unless the arena specifically calls for it.