Power Scrapper Hammer Scrapper replaces your tool belt 5 with
Function Gyro: a lightning field that summons gyros to finish downed enemies and revive downed allies inside it. Most of the specialization is bolted to that one button —
Gyroscopic Acceleration makes it hand allies
Superspeed,
Expert Examination makes it hand them
Protection,
Kinetic Accelerators turns it into a blast finisher. The utility skills it unlocks are wells: you place them, they pulse where you put them, and they stay there when you move on.
We run two Scrappers and they do not overlap. The power build is a Hammer bruiser leaning on
Object in Motion, which raises your strike damage while you hold
Stability,
Swiftness or
Superspeed and compounds it with every boon you carry — so the movement the line generates is also its damage. The heal build is Minstrel's on double Shortbow, and its cleanse runs through protection:
Anticorrosion Plating strips conditions from every ally you grant protection to, and
Bulwark Gyro covers them in
Barrier while you do it. Both are written for a squad. The heal build in particular does nothing on its own.
Power Scrapper Hammer
Heal Scrapper Shortbow The mechanic asks you to read the fight a beat early. Wells land where you cast them, so a Purge Gyro dropped on the squad's current position is a Purge Gyro the squad has already walked out of. The rest of the kit is short-ranged and physical: hammer gives you
Electro-whirl for reflects,
Shock Shield to block while gaining
Barrier per enemy hit,
Rocket Charge to close, and
Thunderclap to stun.
Both builds share the same movement engine.
Speed of Synergy gives
Superspeed around you whenever you use a heal skill, and
Gyroscopic Acceleration adds more on every well's first pulse — which is a squad utility on the heal build and, through
Object in Motion, a damage stat on the power one.
Impact Savant converts a slice of your strike damage into
Barrier, so the power build carries a little sustain that scales with how much damage it is actually landing.
Where it struggles is reach. Everything Scrapper does well happens inside the melee ball, and its support lands on the ground rather than on the people. If the enemy is winning at range, or your group is scattered, a Scrapper is an expensive body.