Awesomenauts

Awesomenauts

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[CONTEST] A Scoop guide for Beginners and Pros alike!
By Teebsing
A guide to playing Scoop of Justice! While this guide is tailored to beginners, this guide should also contain some advanced information more intermediate players can benefit from too.
   
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Introduction
Hey there everybody! I'm Bazzard, the author of this Awesomenauts guide. I won't tout my horn saying any lie about my credibility or anything; I'm just a guy who loves Awesomenauts and have played it a ton. I chose to make a guide about Scoop because of his entry-level friendliness of use, but also because he's genuinely fun to use. Without much further introduction, let's get right into the guide.

Scoop of Justice is designed to be a Beginner-Friendly Awesomenaut, that beginners can use to start playing Awesomenauts at a higher competitive level, but he's also a viable Awesomenaut that players of a higher tier can use as well. While he's one of Awesomenauts' later additions to the cast, he's quickly become a fan favorite, and one of the more iconic characters in the cast.

This guide for Scoop is tailor-made for beginners, just like Scoop himself is! However, this guide will require you to be aware of the basic Awesomenauts terminology and gameplay elements like Cores and Turrets; I won't be going on about that.

The guide will begin with introducing players to Scoop and his Skills, then go in depth with each Skill and their upgrades. Then, it will cover certain composition tips and weaknesses of Scoop. Lastly, we will cover certain suggested item build compositions.

Scoop's role is that of a tanky brawler; something that players of other MOBAs to relate to. If you've played other MOBAs before and are wanting to pick up Awesomenauts, I reccomend Scoop for this reason. What makes Scoop so resiliant is that he has multiple ways of gaining a lot of health points (HP) through gameplay. Therefore, while he's not a strict tank such as say Derpl or Clunk, he's able to stay on the battlefield for quite a while. This means Scoop has constant presence on the field, preventing the enemy from getting easy, safe lanes or constant pokes on the turret. This makes him a decent laner. While in teamfights, he's able to soak up damage, and also soften the enemy team up so assassins like Ksenia or Froggy G can finish up the work. However, his large size and lack of invulnerability on his skills leaves him open to being ganged up on; he can survive certain one-on-one altercations, but he's weak to ganks; stick with your teammates with this guy.

Scoop has about average mobility, and has a standard jump. Hold the jump button down longer to jump higher. Nothing too special here, but it's a handy thing to get used to so you can hop to platforms the quickest way, and jump extra high to juke certain enemy skills. For reference too, his movement speed is decidedly average too. He's not unbearably slow like Clunk or Derpl, but he won't be outspeeding Chucho any time soon.


Scoop's main auto attack is a close range sword slash which actually has two parts to it. Sword Strike hits first as a slash, then the second part comes in as a cleave. The slash does more damage. The slash is the vertical slice. This hits only one target. The cleave has lifesteal, healing back 20% of the damage dealt, and is the overhead strike. If any enemy and enemy structure (droids, Awesomenauts, cores, turrets, and more) is in the hurtbox of the cleave, they will be hurt. You will also heal on the cleave for each source you hit. This is particularly useful; enemy droids tend to spawn together in twos, so if you let Scoop whack at them, it's an easy and safe way to heal while laning.

Scoop's Skill 1 is Frozen Hammer. This is Scoop's projectile attack, in which he lobs a hammer that can hit multiple enemies until it reaches the end of its apex of it's distance. It will go through the "dropable" glass platforms, but otherwise it will bounce off terrain. This Skill is a truly skillful shot; it will do more damage and have a longer snare duration depending on the distance of the enemies it hits! If enemies are hit up close, then it'll do less snare and damage, but the further away they are the more snare and damage. Use this to hit enemies that are running away, or use it while dropping down from above to keep them there for a few whacks. Having friends to help you capitalize is always good too.

Scoop's Skill 2 is Binding of Justice. Upon activation, the Skill has a "casting time" of 1 second before it actually triggers. Once it does, any enemies in the area of the Binding of Justice (which is shown on screen) will be hurt automatically for a somewhat small amount. However, Scoop will heal himself for a considerable amount! It seems tempting to use it liberally, but with a long cooldown of 13.5 seconds, you will want to use it only when you need to.
General Usage
As mentioned before, Scoop is meant to be a tanky, Damage Per Second-themed brawler. He won't be able to always 1 on 1 foes to death, but he's really good at softening them up while not getting himself killed in the process. He has a noted weakness to being ganged up on, as well as tanking repeated large bursts of damage. For this reason, Scoop is usually best off being a team player, sticking to a teammate or two, and some of his skills support this gameplay style.

He's a decent laner too, given his ability to deal with droid lanes well, and being able to tank turret shots and hit away at them. When using Scoop, be sure to pick your fights. He of course is more likely to outlast against squishier nauts, but be aware of the opponent's abilities to potentially displace Scoop away from his teammates. With that, there are a variety of ways to play Scoop, so let's get into his items.
Frozen Hammer
- Twister Lance

Reccomended!

Twister Lance increases the range of Scoop's Frozen Hammer. However, because the fact that the Frozen Hammer has a longer snare and damage equivalent to how far it travels, this upgrade "unofficially" works as an additional increase to Scoop's damage and snare duration too. Because this increases range by 33%, the maximum damage is increased by 22% and snare duration's maximum has a .3s addition. It's the most expensive upgrade on this row, but it's nigh mandatory since it helps Scoop get more kills he might not be able to against weak, retreating foes. Plus, the added damage upgrade really helps when Scoop uses it as a projectile to just lob damage at foes.

- Snow Shovel

Snow Shovel gives Scoop 90 health for every target he hits with Frozen Hammer, which scales with levels. This upgrade is actually pretty nifty, especially in big teamfights! It seems counterproductive to give even more heals to a character which already has lifesteal on his auto attack and Bindings, but this upgrade can really give chunks of HP back, which can be useful when Bindings is on cooldown. Because Hammer pierces through crowds, Scoop can hit as many as four targets if you aim it right, so this upgrade is pretty solid.

- Brutally Whipped Ice Cream

This upgrade increases Scoop's damage of the Hammer by 20% per stage. None of Scoop's upgrades deal terribly large amounts of damage, and Scoop isn't exactly a burst heavy character. However, in Awesomenauts, damage is king, and it won't matter how much you can sustain if the enemy can lob huge bursts at you and all you can do is heal. Thus, I 100% reccomend Brutally Whipped Ice Cream. Try to buy this earlier into the game as opposed to later to help Scoop really feel like a threat.

- Fruity Sprinkles

This upgrade increases the Snare duration of Scoop's Hammer by 20% per stage, for two stages. This skill isn't quite mandatory, but it is extremely useful. Highly reccomended if you have teammates who can take advantage of the continued snare time, such as fast assassins like Froggy G or Chucho. Remember though, that this isn't a flat increase, so you'll still need to get those distanced skill shots for maximum snare potential.

- Ice Cream Van Music

This upgrade reduces Scoop's cooldown for Frozen Hammer by 1.6 seconds, making it 5.9 seconds. This is in my opinion his least useful upgrade. In moments where you want any skill to be on low cooldown, it's in teamfights, and up close to foes is where Hammer is at it's least usefulness. I'd personally avoid this upgrade, but it might have synergy with Twister Lance and Snow Shovel.

- Yellow Snow Cone

This item increases Scoop's movement speed for 38% for 2 seconds whenever he hits a Frozen Hammer. This lets Scoop chase enemies, or use as a bail, but it's better used as a tool of aggression. If buying this item, I reccomend going all out and buying it with Brutally Whipped Ice Cream, Twister Lance, and Boots. A fast Scoop is a scary Scoop.
Bindings of Justice
- Milk of Righteousness

Increases the base healing power of Binding Of Justice by 28% per stage, up to a maximum of 56%, making it 468 total.

This upgrade is a very easy to use Scoop upgrade, and synergizes well with The Holy Cup. I personally reccomend it since it helps Scoop soften the blow of one of his weaknesses; large amounts of burst damage. It's also relatively inexpensive.


- The Holy Cup

Reccomended!

The Holy Cup grants the ability for Binding of Justice to heal allied Awesomenauts for 75% of the amount that Binding of Justice heals Scoop himself, as long as they're within the range of Binding of Justice.

This ability is pretty great, especially on compositions which lack a dedicated healer, or have characters who are hard-pressed to find ways to sustain, such as Chucho Krokk. Don't expect this to turn Scoop into a dedicated healer though; the 13.5s cooldown still exists, you can't always trust your teammates to be near you at all times, and the amount it heals, while substantial, isn't one that an Awesomenaut can always live off of. However, with the right timing, this can throw a teamfight entirely in your team's favor, so if you find yourself against other compositions who like to teamfight, I reccomend this one.

Since Milk of Righteousness increases how much Scoop heals off of Binding of Justice, and since Spoonman increases the damage of all of Scoop's skills while he's near an allied Awesomenaut, both of those upgrades synergize well with The Holy Cup.

- Banner Of The Triple Scoop

Banner of the Triple Scoop adds swords around Binding of Justice. These swords deal 40 damage per second while enemies are in the range of the swords, and since this item has three stages, it can max out at 120 damage per second. Keep in mind it takes a second to actually charge the bindings, so you can think of it as a flat amount.

This item doesn't do terribly much damage, but it scales well per level. It's reccomended, but not mandatory, and if you're a Scoop who likes every single drop of damage, this is a solid upgrade.

- Idol Of The Ice Queen

Reccomended!

This item causes the enemies that are hit at the end of Bindings to be slowed by 15% per tier, for a maximum of two tiers. This slow lasts for two seconds.

This is personally one of my favorite items for Scoop, especially given the fact that it really allows him and his teammates to hunt down weakened enemies and go for a kill. Additionally, it also assists in having Scoop bail out of a situation, especially when combined with his hammer snare. I highly reccomend this upgrade in the mid-game.

- Penguin Squire

Penguin Squire gives Scoop an additional healing over time once he resolves his Bindings of Justice. This heals for 120 for each tier, of a maximum of 240, and scales with levels.

It seems redundant to give Scoop even more healing, right? Well, the healing over time is very beneficial against enemy Nauts that use a lot of Damage over Time effects, such as Gnaw or Coco. Additionally, if you find yourself brawling Nauts after using Bindings, this upgrade might not be half-bad, however I find those sustains better come from actual upgrades to Scoop's Sword Strike, so for that reason I usually don't get this item.

- The Penguin Throne

This upgrade makes it so that Scoop's Sword Strikes do 50% more damage for 4 clicks after resolving a Binding of Justice.

I'm not terribly crazy about this upgrade; however, if you find yourself really focusing on Scoop's raw damage output, then this is a good choice. It's wise to use Bindings at free moments (such as while in Base), because there's no time limit on how long you hold those four buffed Strikes. However, constantly using this item won't let him "stack" those four strikes; he'll only ever have four buffed ones at max. By the way, the icon on the Skill Bar will change when Scoop has a buffed Sword Strike at the ready.
Sword Strike
- Titanium Coneshield

With Titanium Coneshield, you deal 14% more damage with sword strike while you have 80% HP or less. This has two stages, so it maxes out at 28%.

At first, it seems weird to give a character who gains HP easily an item that only works when they have lower HP, but for Scoop, this is easily one of his best upgrades. Since the cooldown of Binding is so long and since Hammer isn't consistent damage, Scoop's sword strike is his most consistent form of damage in general. Generally, if Scoop is above 80% HP, he's winning, and might not need extra damage, but if he's below 80% HP, which is easy given his large HP Pool, he'll do extra damage, and given the cheap price of the upgrade, its generally worth it. This upgrade is great when you're attacking a turret; merely press towards the turret to soak damage to you and off of the droids, and lower your HP to a manageable amount to benefit off of this upgrade.

- Double Licker Sword

Reccomended!

Double Licker Sword increases the base cleave damage of Sword Strike by 37%, making it 82.2 base damage total and the lifesteal value by 10%, making it 30% lifesteal total. Single tier.

This is, hands down, THE most important upgrade on this row for Scoop. While it only benefits a technical half of Scoop's Sword Strike, the increase to damage and lifesteal combined immediately boosts Scoop's survivability by a large amount. I think this item is mandatory.

- Chain Mail Tunic

Reccomended!

Chain Mail Tunic increases Scoop's attack speed of Sword Strike for 8% per tier, for a maximum of two tiers.

Scoop is a tanky DPS, so, why not increase the "S" part of that acronym? This upgrade I find to be very useful, especially given how certain enemies can head out of Scoop's range. Additionally, since Scoop's sword gives him life, you can consider this to also buff his healing over time. A very useful upgrade, it also assists in his laning.

- Spoonman

For every tier of Spoonman (maximum 2), this upgrade increases the damage of all of Scoop's skills by 6%.

This upgrade is incredibly unique in Awesomenauts because it's one of the few items that increases every row's damage. This also plays into Scoop's high concept of sticking with his teammates as a tank. However, any time Scoop isn't with his team mates, all the solar spent in this item is effectively wasted, and also means that he's working with only two potential upgrades in this row than if he didn't have Spoonman. So, when using this item, be mindful in case you get displaced away from teammates, or even worse, if your other two teammates die. A blue sword will appear above Scoop's head to let you know this ability is live. A very high potential item, but you really need to build your teamcomp around it. Has high synergy with Milk of Righteousness + The Holy Cup.

- Halberd of Justice

This upgrade increases the damage of Sword Strike by 25% for 3 seconds whenever you land a Frozen Hammer on an enemy Awesomenaut. I am not crazy about this upgrade, since you're best incentivized to hit the Hammer from a distance, and that cuts into the time where you have increased Strike damage. That said, if you like hitting people in the face with Scoop, you can give this item a try.
General Items
- Barrier Magazine

Reccomended!

I quite like Barrier Magazine a lot on Scoop. He can gain a whole bunch of HP, but it wouldn't matter in the long run if a single burst can take it all away. Having a general defense buff is wonders on characters who can gain tons of HP points. This item tends to be more effective VS other DPS characters like Max Focus and Nibbs rather than burst-oriented characters like Clunk and Raelynn, but no matter who you're facing, you'll notice the benefit of a 5%/10% damage reduction.

- Baby Kuri Mammoth

Baby Kuri Mammoth reduces the effects of all debuffing effects (Crowd Control effects) by 30%. This includes effects such as Slow, Snare, Blind, Stun, and more. This is a really handy upgrade against Nauts who have a lot of these effects or rely on them, like Genji, Skree, Gnaw, Coco, and Max Focus. It softens the damage of Scoop's bad match-ups, but it really isn't necessary until you see that bad match-up.

- Piggy Bank

Piggy Bank is free, giving you 100 Solar. Keep in mind that most players use this item to rush into a counterpick item, such as Baby Kuri Mammoth or Penguin Squire. This will reduce the potency of Scoop's late-to-end game, so keep that in mind before buying, and you should really only buy it if the extra 100 solar really helps you buy an item.

- Power Pills Turbo

Each tier of Power Pills Turbo increases Scoop's max HP Pool by 8%, for a maximum of two tiers. For a character who's able to heal their HP constantly, it makes sense to increase how much HP they can hold. That said, I generally find Barrier Magazine to be more useful. Both together, however? Can't go wrong with that.

- Med-I-Can

Med-I-Can permanently increases the base health regeneration effect by 90% per stage, up to a maximum of 180%. This item seems redundant compared to Scoop's general ability on having Healing on almost everything. That said, it's good to counter Damage over Time effects from Nauts like Coco, Gnaw, and Swiggins. It could also let you use Bindings more conservatively, so it isn't all bad.

- Space Air Max

This item increases Scoop's movement speed. It's actually pretty solid. Given how Scoop has a ranged Snare, this actually lets him chase enemy Nauts he managed to Snare. It also assists in bailing. In general, I wouldn't always buy it, but it doesn't hurt either.
Team Options
Fortunately, because Scoop's ability to heal himself is so high, he can usually function pretty well on his own. However, there's still synergy to be found in certain teammates. An assasssin, a faster character meant to pick up kills on weakened enemies, is always handy for Scoop since he's so good at softening up foes. They can also jump in to damage or finish off any long distance Frozen Hammer snares Scoop gets. Froggy G, Ksenia, Leon, and Vinnie all fill this role well. Because of his propensity to do well in teamfights, other teamfighting brawlers or support Awesomenauts help as well, such as Voltar, Ix, Rocco, and Genji all benefit well with a Scoop on the team. Likewise, The Holy Cup lets Scoop assist his teammates, while Spoonman rewards Scoop for sticking with his team, but this isn't the only way of playing Scoop.

- Voltar

Voltar is a strong Naut to pair up with Scoop. Voltar can continuously heal Scoop, but...doesn't Scoop already heal himself? Well, heals, and more heals, means a Naut has a hard time dying! They may both share a weakness of being misplaced, but Scoop can easily tank a lot of damage headed for Voltar's way. Additionally, a Voltar on the team lets Scoop take more aggressive option picks for his skills.

- Raelynn

Raelynn is one of the best solo Nauts in the game, able to handle a lane by herself as she creates distance with her Snipe and can bail with her Time Rift. She appreciates Scoop's ability to snare foes by tossing a Time Rift or a Snipe in her direction, but otherwise, the two can work well together just as well as they can apart, leaving Scoop to work with the third Naut on the team.

- Vinnie and Spike

Vinnie and Spike is one of the best possible Nauts to team alongside Scoop. Not only does Vinnie harass from the air while Scoop damages from the ground, but Scoop really helps Vinnie by slinging his Frozen Hammer, and snaring Nauts for just long enough for Vinnie to Spike Dive in and get a kill or two. It's a powerful combination.
Weaknesses
Scoop's mobility is only average. His tall height means he can be easily bodyblocked, so if running from situations, an enemy Awesomenaut can prevent his retreat just by getting in his way, literally. Additionally, he lacks a form of "bail", or any ability that physically moves him out of bad situations. Even his snare isn't as useful up at close ranges, so the best a Scoop player can do is just try to manouver himself well and get the heck out of there. His large HP pool can easily be reduced if multiple enemy Awesomenauts all unload on him at once, so try to avoid 1v2 scenarios or worse with Scoop.

Scoop is also weak to displacement. If he's pulled in by say Leon's tongue, singled out by the knockback of Coco's ball, or thrown by Skolldir, this can seperate him from his team. This also allows enemies to put him in that 1v2 or 1v3 scenario they so desire to defeat him. If the enemy team has any form of ganks, be wary and be careful.

While using Scoop as a teamfighter, be mindful of "piercing" or "Area of Effect" damages. Clunk's explosion, Derpl's nuke, and Raelynn's snipe all have no problem hitting you, your teammates, and your droids in one fell swoop. These powerful bursts may not necessarily be a problem for Scoop, but he can't soak them up without getting his teammates hurt. The Holy Cup combined with Milk of Righteousness is a good way to try and keep these damages in check though.

Crowd Control mechanics, which means debuffs like Snares, Slow, and Blind are always annoying to deal with, especially for tanks like Scoop. Baby Kuri Mammoth is a good pick if you see enemy compositions filled with Crowd Controls like Coco, Rocco, Gnaw and Skree.

- Coco

Coco's abilities are a huge pain for Scoop. Her Ball Lightning is a powerful burst that can displace Scoop away from his pals, and her Blaze makes it so that Scoop cannot hope to chase, while also slowing him down to a crawl. If you want to deal with Coco, be sure to buy a Healing Over Time item and Baby Kuri Mammoth. Even fighting her face to face can be hard because Syphon Disruptor is such a terrible item, haha.

- Skree

Skree definitely has a range advantage over Scoop, being able to attack with his hit scan Lightning, but also his long Buzzsaw. He can easily dodge Scoop with his Totem, and has tons of various Crowd Control effects like Slow. However, he doesn't hurt very hard, and if you can punish him while his cooldowns are in effect, then you can probably solidly damage him.

- Max Focus

Much as I mentioned how Vinnie and Spike was a good teammate for Scoop for being an aerial fighter, Max Focus can be a huge headache for Scoop for that very same purpose. A powerful ranged attack, a strong autofire, and the ability to just soar above Scoop and get out of his range. Try to find him when he's flying low and hit him with a Frozen Hammer. It isn't so much that Max Focus can kill Scoop easily, just Scoop has a horridly hard time trying to kill Max.
Ending
Alright, I hope you guys enjoyed this Guide to Scoop for Awesomenauts! He's a very fun Naut, and I feel that with the game going Free to Play, players would like this guide to help rub themselves up on one of the beginner friendly nauts. Scoop is NOT a weak Naut however, so please do keep that in mind, that just because you're a pro doesn't make Scoop bad. Anyhow, enough of me rambling, go ahead, and turn those slushies into some soft served wins!

Special Thanks goes to Biollante, for being the world's best Vinnie, to Nior, for being the Rocco who gets shots half way across the map, Jaffersin, for being the Swiggiest Swiggins to ever Swig around the Wiggins, Bman, for being the bestest Derpl, and me, for writing this guide. Thank you all.
4 Comments
BENNY 26 May, 2018 @ 3:58pm 
gj :featherduster:
][Memento][mori][ 4 Jun, 2017 @ 3:18pm 
Nice guide! thanks alot!
BoneFiend 2 Jun, 2017 @ 12:40am 
Your format is busted right now. Your images are under the text.
Kailler 23 May, 2017 @ 3:39am 
mostly an okay guild, but calling him a pusher in any sense is just wrong. Also, he isn't meant to be dps themed and banner does NOT scale well, it's being buffed because of it's lack of dps specifically. Idol should not be recommended as while it can be useful there are many better items on the row to get as well as it being situationally terrible