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1%%Please do not remove commenting out markup without adding context.
2
3[[center: [-[[Characters/{{Horizon}} Main Character Index]] | [[Characters/HorizonZeroDawnTheBaseTeam The Base Team]] ([[Characters/HorizonZeroDawnAloy Aloy]], [[Characters/HorizonZeroDawnSylens Sylens]]) | [[Characters/HorizonZeroDawnTribes Tribes]] ([[Characters/HorizonZeroDawnTheNora The Nora]], [[Characters/HorizonZeroDawnTheCarja The Carja]], [[Characters/HorizonZeroDawnTheTenakth The Tenakth]]) | '''Machines''' | [[Characters/HorizonZeroDawnOldWorld The Old World]] ([[Characters/HorizonZeroDawnProjectZeroDawn Project Zero Dawn]], [[Characters/HorizonZeroDawnTedFaro Ted Faro]], [[Characters/HorizonZeroDawnFarZenith Far Zenith]])]]-]
4
5Synthetic animals populating the world of ''VideoGame/HorizonZeroDawn'' and its sequel, ''VideoGame/HorizonForbiddenWest''.
6----
7[[foldercontrol]]
8
9[[folder:In General]]
10* ArmlessBiped: Most of the machines based off of non-avian theropods lack any forelimbs.
11* AttackItsWeakPoint: All machines have one or more weakpoints that can be shot for additional damage, and shooting them in the eye is universally more damaging than a generic body shot. Until you get the more powerful weapons, this is the only way to do appreciable damage with the bow.
12* ColorCodedForYourConvenience:
13** The lights on the robots change color depending on their alertness level. Blue when they are passive, yellow when they are suspicious and red when they attack.
14** Machines tamed by Aloy gain blue circuitry, corrupted machines gain red circuitry, and machines corrupted intentionally by Aloy gain green circuitry.
15* TheCorruption:
16** Ancient war-machines have reawakened and are corrupting the mechanical wildlife turning them more aggressive toward humans. Corrupted machines are worse than merely hostile to you as combatants; in particularly corrupted areas they corrupt the very ground as they go, making sneaking up behind them difficult as they poison you. [[spoiler:It turns out to be HADES nanobots consuming biomass.]]
17** There's also the Derangement. Years before the game, the robots were largely peaceful and would usually flee from humans, not ruling the world in place of humans so much as conspicuously and uneasily coexisting with them. It was ''possible'' for a human to be killed by one, but this was rare and considered to be more the fault of a hunter being foolish. At a certain point their behavior changed and they became much more aggressive and willing to use their built-in tools as weapons, and larger, more heavily armed hostile machines never before seen by humans started to appear just to attack them. [[spoiler:With GAIA's death she stopped regulating her subsystems. The one responsible for building and updating robots, having lost its awareness of the reason for the robots in the first place, promptly started identifying the biggest threat to them as humanity and made increasingly more dangerous ones.]]
18* CyberCyclops: Many of the machines have this kind of design, with a large central eye that glows different colors based on their awareness of you.
19* DeadlyLunge: If a machine is aggressive and modeled after some predatory animal, you can bet it has some form of pounce attack that you really want to avoid.
20* EasilyDetachableRobotParts: The machines' built in weaponry can be shot off and used against them. Depending on what bows and spears you use, though, the detachments usually take either a longer or shorter time to occur.
21* EatingMachine: Some of the machines, like the Grazer and Lancehorn, drive rotating horns into the ground and collect vegetation that they convert into flammable Blaze, some kind of biofuel. This is taken back to Cauldrons to fuel them, and presumably other machines as well. The rotating horns also seem to aerate the soil, and the machines seem to move on and let things regrow.
22* ExactlyWhatItSaysOnTheTin: Whoever came up with the names of the machines was a very descriptive person.
23* GlowingEyes: Either they'll have a single glowing cyclops-like lens, or proper "eyes" so to speak.
24* HoistByTheirOwnPetard: Most machines' special attacks are dependent on specific components. Destroying these will often cause a large explosion, damaging the machine (and anything nearby) or at least causing a debilitating status effect on it.
25* HumongousMecha: The Thunderjaw is one of the biggest machines wandering the wilds. The Behemoth is pretty much self-explanatory. As for the air, there's the Stormbird.
26* KillItWithFire: Corrupted machines gain a weakness to fire to compensate for their increased health and damage.
27* TheJuggernaut: Large machines will react to Aloy fleeing into a forested area by knocking trees over as they give chase. This is as awesome and terrifying as it sounds.
28* LeadTheTarget: All machines with ranged weapons mercilessly do this to moving targets, as do the ones with charge attacks like Tramplers and Thunderjaws. If you need to flee from them, make sure not to run in a straight line.
29* MechanicalAnimals: The machines resemble mammals, birds and even dinosaurs. Even the Corruptors look somewhat like scorpions.
30* MechanicalLifeforms: The machines have their own subspecies and ecology. Most of them seem built to emulate the animals they resemble, such as the deer-like robots tilling the earth with their antlers or Striders grazing on the grass. There's even a pair of scavenger-class machines, the Scrapper and the Glinthawk, whose jobs are to eat other deceased machines to reprocess them and keep the landscape tidy.
31* MechanicalMonster: The machines are all based on animals, with liberties taken here and there depending on their function. Some of them, like the Thunderjaw, are even tougher than the ancient war machines that destroyed the world!
32* PrehistoricAnimalAnalogue: While most copy off mammals or birds, several machines' designs are influenced by the body structures of various dinosaurs, and the idea that the machines rule the world, instead of the humans, also plays into that. [[spoiler:There's a recording of a conversation between GAIA and Elisabet wherein GAIA expresses sorrow upon learning of the Quarternary Extinction Event that killed the dinosaurs and other megafauna, which may explain the predominance of this animal type]].
33* RedEyesTakeWarning: If a machine's eye(s) turn red, it has found Aloy and will proceed to attack her. At this point, tall grass will no longer hide her from it.
34* RockBeatsLaser: The machines have sophisticated visual sensors and modern weapons. The former can be avoided by hiding in bushes, the latter can be shot off by a bow and arrow. Notably averted with certain machines -- the Scrapper, Longlegs, and Thunderjaw all have radar attachments that can find Aloy even in the tall grass, though they have to actively be looking for her first.
35* ShownTheirWork: Some of the more animalistic machines (Ex.: Grazers, Behemoths, Snapmaws) exhibit behavior akin to their flesh-and-blood counterparts.
36* ShowsDamage: Machines that are critically damaged start sparking and limp instead walking at their normal speed. However, their attacks are not disabled unless you destroy the specific component(s) responsible for them.
37* SuperPoweredRobotMeterMaids: Even more peaceful grazing machines are equipped with rotor blades, chainsaws, and drills for self-defense. [[spoiler:This actually applies to all of the machines since their primary function is to restore the environment; Snapmaws are meant to decontaminate water, Glinthawks are meant to maintain the atmosphere, etc. Presumably, they're all given the ability to defend themselves while they carry out their jobs, and ever since the Derangement their AI has been improving that as well as making several new machines just for combat.]]
38* TrampledUnderfoot: Virtually every machine except for Watchers, Glinthawks, and Snapmaws can attack you by charging you and attempting to stomp you into the ground. It's bad when a Strider does this. It's really bad when a Trampler does it. Under no circumstances do you ever want a Behemoth or Thunderjaw to do it.
39[[/folder]]
40
41!Introduced in ''[[VideoGame/HorizonZeroDawn Zero Dawn]]''
42!!Communication Class Machines
43[[folder:Tallneck]]
44[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/tallneck_render.png]]
45
46Machines that are at LEAST as tall as a five-story building (judging by nearby ruins), if not taller, which resemble giraffes or long-neck sauropods such as ''Brachiosaurus''. Tallnecks are mobile communications towers, relaying messages to and from other machines and creating and maintaining detailed maps of their surrounding areas.
47----
48* ArmyScout: The Tallneck's purpose is meant to be a WalkingTheEarth communications hub; sending messages to other machines, and recording detailed maps of the area.
49* ColossusClimb: Their contribution to the gameplay consists of moving obstacles that Aloy must climb in order to reach their heads.
50* DefogOfWar: Overriding a Tallneck reveals a given area of the world map and every point of interest on it, barring certain instances where the game will generate new points (such as campfires) in response to story progression.
51* {{EMP}}: When you rappel down from a Tallneck you've overriden, it will release an electrical shockwave to disable any nearby machines, allowing you to move out of the area without having to fight the machines you may have avoided getting up there in the first place.
52* GentleGiant: The biggest of the machines, and one of the most docile; it doesn't seem to care (or even realise) that a human is treating it like it's a moving rock wall.
53* ImpossiblyGracefulGiant: For being a very, ''very'' large machine, the Tallnecks move as easily and daintily around the environment as ballerinas.
54* TrampledUnderfoot:
55** Subverted. If Aloy finds herself in the path of one, she'll be harmlessly pushed to the side instead of squashed. However, it will knock down (but not damage) any other machines that find themselves in its path.
56** Played straight in ''Forbidden West'', where Aloy (as well as any other animal, person, or machine) will be heavily damaged when stepped on or kicked.
57[[/folder]]
58
59!!Recon Class Machines
60[[folder:Watcher]]
61[[quoteright:329:https://static.tvtropes.org/pmwiki/pub/images/watcher_render_4.png]]
62
63One of the first machines seen in the game. They often act as sentries to other groups of machines, warning them and then attacking the threat as a first line of defense. Watchers could be compared to the Theropoda order of dinosaurs, with their large hind legs (they're basically ''Velociraptors'', just without the forelegs).
64----
65* ArmlessBiped: They largely resemble raptorial dinosaurs or ground birds with no forelimbs.
66* BlindedByTheLight: Can set off a Glare Attack to temporarily stun the player, obscuring vision and causing Aloy to walk slowly for a few seconds.
67* BoomHeadshot: All machines take increased damage from direct hits to their eyes, but a Watcher will die instantly when hit there, even by a basic Hunter's Arrow.
68* FragileSpeedster: One of the weakest machines in the game. If the player isn't expecting them, though, Watchers can deal some damage before the player can get out of the way.
69* TheGoomba: The first machine you'll encounter, the easiest to kill, and the one with the most basic attack patterns.
70* PutOnABus: While its Redeye variant returns in ''Forbidden West'', the regular Watchers themselves don't, having been replaced by the Burrower as TheGoomba enemies.
71[[/folder]]
72
73[[folder:Redeye Watcher]]
74[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/redeye_watcher_render.png]]
75
76An upgraded version of the Watcher, it has heavier armor and replaces its glare attack with a ranged attack.
77----
78* EyeBeams: Fires a plasma ball out of its eye instead of the Watcher's blinding Glare attack.
79* MidseasonUpgrade: It's a moderately tougher Watcher with one new trick. It still falls from one Silent Strike, though.
80[[/folder]]
81
82[[folder:Longleg]]
83[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/longleg.png]]
84
85A machine that resembles a large rooster, or possibly a feathered dinosaur like an ''Oviraptor''.
86----
87* BeakAttack: One of their attacks is a leaping peck attack where they slam their beak into the ground trying to hit you.
88* BlownAcrossTheRoom: Destroying the large sac on their chest triggers a massive tear blast that doesn't damage Aloy, but the force is sufficient to hurl her back several meters if she's too close when it happens.
89* EnemySummoner: It has a radar array and alarm on its back that it will use to call other machines to it, making it akin to an upgraded Watcher (unless that part gets destroyed).
90* KillItWithFire: Longlegs have the ability to send out jets of flame when landing from a stomp attack or project a wave of it forward as a ranged attack.
91* SuperScream: Capable of delivering powerful sonic scream that damages you and sends you flying.
92[[/folder]]
93
94!!Acquisition Class Machines
95[[folder:Strider]]
96[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/strider_render_8.png]]
97
98One of the first machines in the game, both to hunt and to ride. Resembles a horse in looks and behavior, and often moves in packs with other Striders.
99----
100* CoolHorse: Of the MechanicalHorse variety.
101* CowardlyMooks: They will often flee if they see you rather than attack, though one of the herd usually sticks around to fight.
102* HorseOfADifferentColor: Aloy can override and take control of a Strider, riding it like a horse.
103* MechanicalHorse: Being a machine, Striders don't need the same care as a biological horse.
104* OnlyTheChosenMayRide: Because Aloy's the only person who's figured out how to override machines, only she is capable of riding the Striders without being kicked to death. [[spoiler:Until Sylens follows in Aloy's footsteps by copying her trick thanks to having spied on her through her Focus all the time.]]
105* PutOnABus: It doesn't make an appearance in ''Forbidden West'', having been replaced by the Charger as the primary machine for transportation.
106[[/folder]]
107
108[[folder:Grazer]]
109[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grazer_render.png]]
110
111A generally docile machine that resembles a deer thanks to its antlers, its habit of grazing in packs, and its fleeing-from-hunters skills.
112----
113* ChainsawGood: It has circular saws for horns. Usually uses them to dig with, but it will employ them against Aloy if she gets too close.
114* CowardlyMooks: A Grazer will ''usually'' run if it sees you. Emphasis on usually; sometimes it will attack, often if you're not looking at it.
115* MadeOfIncendium: Hit the fuel tanks on their backs with a fire arrow, then sit back and wait -- the Grazer will explode in a [[KillItWithFire huge fireball]], often catching other Grazers nearby and setting off an explosive chain reaction.
116[[/folder]]
117
118[[folder:Lancehorn]]
119[[quoteright:223:https://static.tvtropes.org/pmwiki/pub/images/lancehorn.png]]
120
121A machine that resembles an antelope.
122----
123* HornAttack: It not only tries to gore you with its horn, it also fires lasers from it.
124* ThisIsADrill: Its horn, which it uses to dig in the soil as well as a weapon.
125[[/folder]]
126
127[[folder:Scrapper]]
128[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scrapper.png]]
129
130A large, four-legged machine that mirrors a hyena in both looks (long, spindly legs and dog-like appearance) and behavior (often found at carcasses of dead or destroyed machines).
131----
132* AttackAttackAttack: They're the weakest of the outright hostile machines Aloy runs into, but make up for it by being a fair bit more aggressive than most, with barely any pause between attacks as long as you're within melee distance. This makes melee attacks somewhat difficult, especially on higher difficulties, because they tend to attack faster than the windup of a heavy blow.
133* BreathWeapon: Fires a rapid-fire plasma cannon or a laser beam from its gullet, which makes it impossible to destroy the weapon unless the whole Scrapper is neutralized. Fortunately, the gun is weak and inaccurate enough to pose next to no threat even so.
134* DisasterScavengers: A weird robotic variant. Scrappers are reclamation units designed to devour and recycle destroyed machines. Not only are they frequently found in the process of carving up dead machines, the game also occasionally spawns a Scrapper pack near you when you destroy a bunch of robots in close proximity to each other.
135* DiscardAndDraw: They lose their ability to detect Aloy when she's hidden in ''Forbidden West'', but gain the ability to pull an InterfaceScrew and temporarily disable her Focus whilst looking for her.
136* GigglingVillain: They tend to emit a noise that sounds like laughter. Fitting for their hyena-like nature.
137* GunsAreWorthless: The first non-human enemy you'll face with a ranged weapon, but it's really inaccurate and doesn't hurt much to begin with.
138* InterfaceScrew: In ''Forbidden West'', they'll temporarily disable Aloy's Focus when alerted to her presence.
139* OneHitKill: Nailing the power pack on its backside with a Shock Arrow will guarantee its doom once it detonates, along with stunning all the other machines in its vicinity.
140* StarterVillain: As the only aggressive machine in the [[GreenHillZone Embrace]] ([[TheGoomba Watchers]] don't count), Scrappers are the only thing resembling a threat until Aloy encounters her first [[WakeupCallBoss Sawtooth]].
141[[/folder]]
142
143[[folder:Broadhead]]
144[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/broadhead.png]]
145
146A machine with the horns of a bull. Can be ridden like a horse.
147----
148* HorseOfADifferentColor: Like the Strider, it is one of the few mountable machines.
149* PutOnABus: It doesn't make an appearance in ''Forbidden West'', having been replaced by the Charger.
150[[/folder]]
151
152[[folder:Charger]]
153[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/charger_4.png]]
154A machine that resembles an oversized bighorn sheep. Like the Strider and Broadhead, it can be ridden.
155----
156* AnimalStampede: Charger herds are large and aggressive. If you spook one, prepare to deal with the whole herd attempting to make Aloy-shaped indentations in the ground immediately.
157* ChainsawGood: Chargers have chainsaws built into their horns.
158* FragileSpeedster: Of the three [[spoiler:standard]] rideable machines in ''Forbidden West'', it's the fastest but also the least durable.
159* HairTriggerTemper: Unlike the other two rideable machines in ''Zero Dawn'', Chargers are inherently aggressive and will attack instead of flee at the slightest provocation, which includes coming vaguely near them.
160* HornAttack: One of its attacks is to paw the ground, then charge forward at high speed in order to slam you with its horns.
161* HorseOfADifferentColor: A Charger can be overridden and used as a mount.
162* SignatureMon: A non-{{Mons}} game variant; they've become Aloy's go-to mount.
163[[/folder]]
164
165[[folder:Frostclaw]]
166[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/frostclaw.png]]
167A type of machine found in the Cut, it resembles a grizzly bear. Classified as a Combat-class machine in ''Frozen Wilds'', its type is changed to Acquisition in ''Forbidden West''.
168----
169* BearsAreBadNews: Based on grizzly bears and the strongest regular machine you'll find roaming the Cut.
170* BladeBelowTheShoulder: They'll enhance their claw attacks with a wrist-mounted ice blade, which can be disabled by destroying their shoulder sacs.
171* ChestBlaster: Can shoot a hail of ice fragments from its chest over a remarkable distance.
172* DegradedBoss: Frostclaws, along with Fireclaws, are bar-none the toughest machines in the original game. While they're still quite tough in the sequel, they become a bit easier to take down and they're not portrayed as boss-level enemies, but rather just powerful machines.
173* DishingOutDirt: If the Elemental pouch on its chest is destroyed, removing its long range ice attacks, it will start ripping huge boulders out of the ground and hurling them at Aloy.
174* FreezeRay: Can attack at long range by slamming the ground and causing a line of ice spikes to erupt from it.
175* GiantFootOfStomping: How the first Frostclaw is introduced.
176* GroundPunch: Attacks the ground to cause long-range ice attacks.
177* AnIcePerson: They frequently use ice attacks.
178* KillerBearHug: One of its melee attacks. It lifts Aloy, crushes her against its chest, then hurls her a moderate distance. This is actually one of its least dangerous attacks.
179* LightningBruiser: They move extremely quickly for their size and can be very difficult to hit.
180* MadeOfIron: Very heavily armored, even more so than Thunderjaws and Stormbirds, and their rapid movement make it even harder to hit their weak points.
181* NoSell: Frostclaws have a special move that allows them to neutralize Ropecaster shots if you take too long to restrain them, making them extremely difficult to tie down. Even if it does work, their large health pool means it won't help you much unless you're trying to pop one of their Chillwater sacks.
182* ShootTheBullet: The ice chunks they occasionally throw at Aloy can be shot out of the air if your aim is quick enough. It's safer to just dodge them, though.
183* WolfpackBoss: A bit of a misnomer of a trope, considering they're some of the toughest enemies in the entire game, but some missions will require you to fight up to three of them at once, which is terrifying and tedious.
184* WrestlerInAllOfUs: One of their mid-range attacks is a flying tackle that ends with them landing on their back (and on you if you don't get the hell out of the way in time). It looks strangely endearing, if it weren't so deadly.
185[[/folder]]
186
187[[folder:Fireclaw]]
188[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fireclaw.png]]
189An experimental prototype alternative model of Frostclaws powered by magma. Mostly the same as Frostclaws, but stronger, faster, and uses fire attacks instead of frost. Classified as Combat-class in ''Frozen Wilds'', its type is changed to Aquisition in ''Forbidden West''.
190----
191* AlwaysAccurateAttack: As long as their torso Blaze sack is intact, they can slam the ground to cause a fire eruption centered on Aloy. It will ''always'' be centered on Aloy, even if they don't know where she is and she has total cover from them.
192* BearsAreBadNews: Somehow even worse than Frostclaws.
193* ChestBlaster: Can shoot a close-range flame blast from its chest.
194* CycleOfHurting: Bipedal Fireclaws have a melee attack that consists of up to six highly damaging claw swipes in a row. If you fail to evade any one swipe, chances are you'll take the following hits, too, which is an almost certain death sentence on any difficulty above [[EasierThanEasy Story]].
195* DegradedBoss:
196** [[DownplayedTrope Ever so slightly.]] [[spoiler:The Fireclaws encountered out in the Cut after defeating HEPHAESTUS are every bit as dangerous as the one fought at the climax of the DLC story, ''but'' they don't have towers popping up to heal them and are fought in much larger areas with more cover, allowing hit and run tactics not possible in the Firebreak core. There's also an opportunity to override one, turning it against the other nearby.]]
197** In ''Forbidden West'', while they're still quite tough, they become a bit easier to take down than in ''The Frozen Wilds'' and they're not portrayed as boss-level enemies, but rather just powerful machines Aloy can encounter across her journey.
198* DishingOutDirt: It can rip boulders out of the ground and throw them at Aloy. If the blaze containers that are its arms are still intact, the boulders will be on fire.
199* DualBoss: [[spoiler:Two of the aforementioned five you can fight after completing the expansion's main story come in a pair. Fortunately, Aratak can join this fight to even the odds. (Also, one can be hacked.)]]
200* GroundPunch: Can slam the ground to cause small volcanoes to erupt and shower the area with lava.
201* IncendiaryExponent: Like a Frostclaw... except even nastier because it's on ''fire''.
202* LightningBruiser: Much like their icy predecessors, but even moreso.
203* LuckilyMyShieldWillProtectMe: If you disable its ranged fire attacks, a Fireclaw will occasionally shield itself from your ranged attacks with a massive stone slab it pulls from the ground... and then [[DishingOutDirt hurls at you]].
204* KillerBearHug: At close range, it will sometimes grab you and crush you with its powerful forearms.
205* KillerRobot: Notable for being the first and so far only machine specifically designed to hunt and kill humans, with its Acquisition-class machine tasks considered secondary at best.
206* MadeOfIron: This beast is ridiculously tough. Even if you shoot off all its armor (which is already tough enough), destroying its few weak points remains a considerable challenge regardless, and it will shake off any clever strategy you might think to employ against it. Worse, even the destruction of all weak points is insufficient to kill a Fireclaw; you'll have to keep shooting it for a while to bring it down.
207* NinjaPirateZombieRobot: Fiery killer robot bear.
208* NoSell:
209** Freezing it will induce a "fever mode" after a few seconds which cures the freeze debuff, makes it immune to freeze attacks, and increases its fire damage in the form of a heat aura. You need to destroy its main magma compartment to disable fever mode for good.
210** Like Frostclaws, Fireclaws are nearly immune to being tied down with the Ropecaster, having a special move that allows them to literally brush the ropes off. It's not entirely impossible to pull off, but the time required, the risk it poses and the short time the bindings hold aren't worth it for anything other than a chance to target weakpoints.
211* OptionalBoss: [[spoiler:HEPHAESTUS managed to complete six of them before Aloy's party exploded the Thunder's Drum Cauldron. You fight one as the final enemy of the main ''Frozen Wilds'' storyline (with healing towers and support), but after that, the other five are unleashed upon the Cut for you to hunt down and fight for some bonus rewards. You can also find extra Fireclaws in the upper-right corner of the map to harvest lenses and hearts.]] Averted in ''Forbidden West'', where they [[FromBadToWorse occur naturally in the Lowland Clan's territory]]. HEPHAESTUS has been busy.
212* PaletteSwap: It's basically a stronger, somewhat larger version of the Frostclaw that attacks with fire instead of ice, but is otherwise identical in looks and behavior.
213* PlayingWithFire: As their name suggests, they're Frostclaws that attack with fire instead of ice.
214* ShmuckBait: Being an elemental fire-based machine with a stated weakness to ice, pelting it with freeze attacks will surely make the fight a walk in the park, right? Nope. Not only does this approach not work, it actually makes the monster even more dangerous until you manage to destroy the large magma canister in its chest, which is much easier said than done. The only thing that consistently works against Fireclaws is pure brute force. Thankfully, it loses this ability in ''Forbidden West'', but in return its base strength and durability got a considerable boost.
215* ShootTheBullet: Similar to Frostclaws, only with lava balls instead of ice chunks.
216* SuperPrototype: They're an attempt to improve on the mass-produced Frostclaw robot model and the closest so far to becoming the ultimate "Hunter Killers" in accordance with HEPHAESTUS' will of KillAllHumans.
217[[/folder]]
218
219[[folder:Snapmaw]]
220[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/snapmaw.png]]
221
222A machine that resembles a member of the Crocodylidae family (crocodile, alligators, caimans).
223----
224* DeadlyLunge: Similar to real-life crocodiles, Snapmaws look slow and ponderous, but they can enter melee range shockingly quickly both by breaking into a scuttling sprint and by lunging at you from quite some distance away.
225* KillItWithIce: They're not just deadly up close, get far enough and they'll start spitting out chunks of ice.
226* NeverSmileAtACrocodile: One of the more dangerous machines, since it spits ice and grabs hapless victims with its jaws. There is a good reason to be wary around bodies of water.
227* ReptilesAreAbhorrent: They're based on reptilian animals and are hostile and powerful.
228* WeakToFire: They're highly vulnerable to fire, plus they have two Blaze canisters on their upper body that are very easy to target for a massive fire explosion.
229[[/folder]]
230
231[[folder:Rockbreaker]]
232[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rockbreaker.png]]
233
234A burrowing machine that resembles a giant mole or burrowing lizard.
235----
236* AttackItsWeakPoint: Opportunities to attack it will be limited unless its four claws are taken out to prevent it from going underground. Attacking the exhaust port on its back will do extra damage, and its fuel sacs will explode for a big blow to its health when shot enough.
237* CannotCrossRunningWater: A non-lore example. Theoretically, Rockbreakers should be able to tunnel under creeks, and they have the same water resistance as any machine, but in actual gameplay they will not cross water to get at Aloy, even if she's attacking them. Exploiting this limitation is the easiest way to purify the zone that consists of two corrupted Rockbreakers, although it doesn't stop them from targeting Aloy with ''long''-range attacks.
238* DishingOutDirt: Can attack at long range by hurling boulders at you.
239* FastTunnelling: Fast enough it can outrun ''you'' while underground.
240* LampreyMouth: Its mouth is a collection of circular rock grinders.
241* LogicalWeakness: Rockbreakers hunt by sound when they're burrowing, so they'll lose track of Aloy if she sneaks whenever they dive underground.
242* MetalSlime: By far the rarest GiantMook machine that the player will ever face in ''Zero Dawn'', as they're only found at a single natural location on the map, with every other encounter in side quests (they're the only large machine to not be fought in the main story). Similarly in ''Forbidden West'', they're exclusively found within two specific adjacent sites in the Nevada Desert with only one single scripted encounter against them within a single sidequest. Every other large machine (besides [[FinalBoss Specter Prime and Horus]]) have at least two or more mandatory fights where they must be destroyed to clear the area.
243* MoleMonster: It's a worm-like machine monster that can dive around the ground like a fish in water, which makes it nightmarishly hard to damage. Typically the best way to fight the beast is to first use tearblast arrows to remove its diggers, thus preventing it from being able to burrow underground. Notably, this does not prevent it from still being a dangerous opponent.
244* SandWorm: Of the '''Landshark''' variety, persistent deadly and focused on you for interrupting its work.
245* UniqueEnemy: In ''Forbidden West'', while they can be regularly fought in their own sites (but even then, only 2 in specific ones within a small area), the only instance where they must be killed to progress is during the ''Breaking Even'' sidequest. Every other non-FinalBoss large machines have at least 2 scripted encounters but not this machine.
246* WormSign: Rockbreakers throw up small rocks whenever they move underground.
247[[/folder]]
248
249[[folder:Trampler]]
250[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trampler.png]]
251
252A machine that resembles a giant bison.
253----
254* BrutishBulls: It looks like an oversized bison or buffalo and is highly aggressive.
255* CripplingOverspecialization: Tramplers are mostly limited to melee-range attacks; unlike other machines of their size and power, they have no ranged weaponry at all and only one mid-range and highly telegraphed stomp attack. If Aloy can get to a place they can't reach, such as a high rock pile, she can snipe them with impunity.
256* FoeTossingCharge: Its primary attack is to charge forward and attempt to gore you, which will send you flying if it connects.
257* GroinAttack: Their largest weak point by far is their bloated "udder". Destroying it is both easy to do and enormously damaging to the Trampler and everything around them, so the best thing you can do is shoot them in the crotch.
258* GroundPunch: One of its attacks is to slam the ground, sending out flames.
259* KillItWithFire: Carry tanks of Blaze on their bellies, which will ignite everything in the immediate area when ruptured, including them.
260* PutOnABus: It doesn't make an appearance in ''Forbidden West'', being more or less replaced by the Bristleback.
261[[/folder]]
262
263[[folder:Glinthawk]]
264[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/glinthawk_render.png]]
265
266Like Scrappers, these machines are scavengers, only of the flying kind (like a vulture).
267----
268* DeathFromAbove: They'll swoop down on you from above, slashing with their talons.
269* KillItWithIce: They rain ice attacks down on you.
270* NonIndicativeName: The only machine whose name doesn't directly tell you everything you need to know about them. Glinthawks resemble vultures much more than they do hawks in their looks and mannerism. They also don't glint, at least not more than any other machine, although this could stem from their habit of flocking to other destroyed machines like a magpie is allegedly drawn to glittering objects.
271* UndergroundMonkey: ''Forbidden West'' introduces a variant that shoots fire instead of ice.
272* VileVulture: Especially when the vultures have chainsaws for beaks and can pelt you with ice.
273* WeakToFire: Flame damage is especially good against them.
274* ZergRush: Individual Glinthawks aren't much of a threat, but they ''never'' come alone, and a flock of them can be very dangerous indeed.
275[[/folder]]
276
277!!Transport Class Machines
278[[folder:Shell-Walker]]
279[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shellwalker.png]]
280
281A machine similar to a hermit crab, carrying cargo where a hermit crab's shell would be.
282----
283* AchillesHeel: It is very dependent on its claws for attacks. If robbed of them, the Shell-Walker's only attack is its highly telegraphed shock explosion.
284* BeehiveBarrier: It can generate energy shields directly in front of itself from its left claw, only lowering the shield during melee or if it's sufficiently damaged.
285* ElementalPunch: It can charge its right claw with lightning for an enhanced punch, and may chain several strikes in a row.
286* GiantEnemyCrab: ''Very'' fixated on their shell.
287* LightningGun: It can fire lightning balls from its right claw, either as a charged homing ball at long range or a weaker, rapid shot for medium range, which combined with its shield makes it a surprisingly dangerous foe if faced head-on.
288* PinataEnemy: Its container is full of valuable loot you can take for yourself if you detach the container mount on its backside. Be quick, however, because if given some breathing room, the Shell-Walker will pick up the container and hold it in place with a free arm, which you then have to break again.
289* PunchClockVillain: It's basically just a walking freight container, but it will fight fiercely to defend its cargo if provoked.
290[[/folder]]
291
292[[folder:Bellowback]]
293[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bellowback.png]]
294
295A machine that resembles a large theropod dinosaur. It has a large liquid storage container on its back (hence the name) that contains either highly flammable or highly endothermic liquid that it sprays out as an attack.
296----
297* AcidAttack: The new acid variants introduced in ''Forbidden West'' can spray their acidic cargo as their main ranged attack.
298* {{Acrofatic}}: Bellowbacks are bloated, heavyset machines that look sluggish but are surprisingly agile, to the point of being able to pounce on enemies from quite some distance away.
299* ArmlessBiped: Bellowbacks, unlike the theropods they otherwise resemble but like emu, have no arms.
300* ElementalRockPaperScissors: The Fire variants resist Fire and are weak to Freeze, while the Freeze variant resists Freeze and is weak to Fire.
301* FireBreathingWeapon: The fire variants use fire attacks as their primary offensive power.
302* FlamethrowerBackfire: Destroying either its backpack container or throat sac will cause a massive elemental explosion, inflicting heavy damage both on the Bellowback (despite its resistance to its own element) and any nearby creatures.
303* FreezeRay: The ice variants use ice attacks as their primary offensive power.
304* MadeOfExplodium: Most machines have explosive components, but Bellowbacks consist of almost nothing but. The two large tanks that make up much of their body are both easy to hit and very fragile, so it doesn't take much to turn any Bellowback into a huge explosion of burning fuel or supercooled liquid. They also have backup tanks on their stomachs.
305* MixAndMatchCritter: It appears vaguely theropod-like, but unlike the other wild machines it doesn't appear to have just one real world analogue. According to [[https://youtu.be/6NJYbNduVtc developers]], it resembles an emu and its motion and attack patterns are explicitly based on emu, which similarly go from a horizontal walking posture to raising themselves up vertically. On the other hand, its head doesn't really resemble that of an animal at all--the closest thing would be the likes of an anteater--and instead is much more of an artificial siphon.
306[[/folder]]
307
308[[folder:Behemoth]]
309[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/behemoth_render.png]]
310
311A massive transport-type machine that resembles a rhinoceros.
312----
313* BullfightBoss: It has several weak points assailable from the front. It also charges at its opponents at a [[LightningBruiser scarily quick pace for its size.]] Combine the two and you'll be taking a few shots at its frontal weak points and immediately diving to the side a lot when facing them. A special case happens in the [[spoiler:Sunfall Sun-Ring, where Aloy is to be sacrificed after capture. She is separated from her equipment, which was carelessly left next to the holding cell in the suspended platform from whence she was dropped into the ring. The first part of the battle entails goading a corrupted Behemoth into ramming the support pillars to cause the platform to collapse and drop her equipment's container into the ring.]]
314* DishingOutDirt: Uses its gravity generators to pick up and hurl boulders at you and can also lower its head and can use its grinder-like jaws to spray dirt and rock out.
315* GravityMaster: Has gravity generators that it uses to fling huge boulders at Aloy as its primary ranged attack.
316* LightningBruiser: Yeah, this thing is scary-quick for its size. TruthInTelevision, as rhinos can run as fast as ''30 miles per hour.''
317* NoNonsenseNemesis: Most machines will engage in posturing and threat displays during combat, giving Aloy breathing room. The Behemoth does not; it simply uses gravity or its jaw-grinders to bombard her with rocks or charges her and uses surprisingly quick melee attacks. This also makes it a surprisingly powerful option for Overriding, as it tends to be much better at keeping pressure on enemy machines and chewing up their health quickly.
318* PinataEnemy: Similar to the Shell-Walker, there's decent loot in its belly container if you can break the clamps holding it on. Unlike the Shell-Walker, they can't pick it up again.
319* ShockwaveStomp: Its other main attack, once the distance has been closed. The attack has a deceptively long range, and can do massive damage.
320[[/folder]]
321
322!!Combat Class Machines
323[[folder:Sawtooth]]
324[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sawtooth.png]]
325
326One of the first "aggressive" machines that will attack humans on sight. The appearance of Sawtooths are very similar to big cats, like saber-toothed tigers.
327----
328* BadVibrations: Their heavy footfalls are extremely loud while they're patrolling, making them easy to notice from a distance. However, as noted further down, they can also be terribly quiet if they want to.
329* CatsAreMean: It's basically a giant robotic tiger that really doesn't like you.
330* CripplingOverspecialization: With no ranged attacks whatsoever, Sawtooths are utterly ineffective and defenseless against enemies that attack from a position they can't reach in melee.
331* LightningBruiser: It's big, it hits like a truck, and moves like the wind.
332* PantheraAwesome: A robotic sabretooth cat and the first truly challenging machine Aloy comes up against.
333* PutOnABus: It doesn't make an appearance in ''Forbidden West'', having been replaced by the Ravager.
334* SmashMook: It's big and powerful, but it's got few attacks, all of which are melee, making it a significantly less-complex foe than any other combat-class machine.
335* StartsStealthilyEndsLoudly: Fighting Sawtooths often leads to this, because no one attack will bring them down.
336* StealthyColossus: For its size, it can be TERRIFYINGLY quiet.
337* WakeUpCallBoss: A Sawtooth will serve as the first enemy Aloy faces that can't just be one-shotted with a well-aimed arrow or stealth attack. It's a lot more durable than the Watchers and Striders faced beforehand, and its weak points are not as obvious and harder to hit. Stealth, combat finesse, and clever use of tools will be required to bring it down.
338* WeakToFire: The Sawtooth has only a single weak point -- a Blaze Canister on its underbelly -- which is difficult to hit even from stealth because of armor, and will only account for about half its health anyway. On the other hand, pelting it with Fire Arrows and letting it burn is a much easier way to dispose of it.
339[[/folder]]
340
341[[folder:Ravager]]
342[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ravager.png]]
343
344A larger, more heavily armed and armored version of the Sawtooth.
345----
346* DoNotRunWithAGun: Luckily for Aloy, Ravagers can't move and fire their cannon at the same time. Their setup time is extremely short, though, so all it does is give you a brief window to get out of the way before the weapon chews you apart.
347* EliteMooks: Whenever the main story mission from mid-game onwards gives the bad guys machine backup, it's a safe bet that at least one (usually corrupted) Ravager will act as the most dangerous unit on the field, unless they brought some BossInMookClothing along as well.
348* FromBadToWorse: How Aloy sees them. Sawtooths are bad enough already, and a Ravager is basically a stronger Sawtooth with a massive energy cannon on its back.
349* HoistByHisOwnPetard: The cannons on their backs can be forcibly removed and used to ''ravage'' them in return to devastating effect. Even on the highest difficulties, getting the cannon off and having enough time to spin it up is usually a death sentence to the Ravager.
350* LightningBruiser: Being an upgrade to the Sawtooth, Ravagers are just as fast and even more powerful, especially because they can also wreck you at range.
351* MidSeasonUpgrade: The Ravager is similar to the Sawtooth in size, general appearance, and overall power; however, they have better body armor coverage and the ability to attack at range with the powerful cannon mounted on their backs. It's not all bad, however: they now have vulnerable canisters on their backs instead of protected under their bellies like baseline Sawtooths, and are also still burdened with an overall body weakness to fire.
352* MoreDakka: Their energy pulse cannon has a prodigious rate of fire. It drops significantly when Aloy uses it (probably because of the reduced power supply or to prevent overheating), but it still shoots fast enough to empty its 75 rounds clip in a few seconds of sustained fire.
353* PowerfulButInaccurate: A detached Ravager Cannon hits like a freight train but is too inaccurate to be used effectively beyond mid-range. A ''mounted'' Ravager Cannon on the other hand hits like a freight train [[TheAIIsACheatingBastard with pinpoint accuracy at any range]], which can be justified by something as large and heavy as a Ravager providing a much more stable firing platform than a slender woman like Aloy.
354* ShockAndAwe: It can release a lightning shockwave if you stick too close and charges its jaws with electricity for a more damaging bite.
355* ShoulderCannon: Their signature cannon is mounted on their upper back between what would be their shoulder blades, if they had such a thing.
356* TookALevelInBadass: Not that Ravagers weren't a threat in ''Zero Dawn'', but they gain multiple electricity attacks in ''Forbidden West''.
357[[/folder]]
358
359[[folder:Stalker]]
360[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stalker_0.png]]
361
362A cougar-like machine with a cloaking device, long-range lasers, and proximity mines.
363----
364* ArtificialBrilliance: This thing is a flat-out brutal combatant. It's smart enough to lead you when sniping, and once you reach medium range it's fond of using its lasers to drive you into mines you didn't see.
365* ColdSniper: The gun on its back deals high damage, and has a huge range and pinpoint accuracy. Even worse, Stalkers are very adept at [[LeadTheTarget leading their target]], which makes evading their fire anything but trivial. Blasting it off with a tearblast arrow is recommended.
366* CripplingOverspecialization: Downplayed. While its invisibility is a problem since it can blink in and out of existence according to the Focus, clipping the stealth generator on its upper torso takes away its biggest advantage. It can still snipe you with terrifying accuracy and litter the field with mines on top of slicing you in half with its scythe-like tail, so don't get overconfident once you clip the generator.
367* {{Expy}}: A stealthy, heavily armed robot cat. Sounds a lot like [[WesternAnimation/TheTransformers Ravage]].
368* FlareGun: Often lays traps around its brooding grounds which, when triggered, sets off a bright and ''loud'' flare into the sky, immediately alerting the Stalker to the location of intruders.
369* GlassCannon: As much as a medium machine can be considered fragile, Stalkers are one of the least durable models in their weight class. They're also one of the quickest and most damaging if you don't know how to deal with their unique abilities.
370* HellIsThatNoise: Your first clue you're near Stalker territory is a constant, deep, rumbling sound that only fades when you leave the area or kill all Stalkers in it. It's rather unnerving. The aforementioned flares also give off a screeching sound that'll make your hair stand on end regardless of whether or not there's something around to be alerted.
371* HoistByTheirOwnPetard: Their flares can be turned against them in a tactical way. By shooting and triggering a flare from a distance you can lure every machine in the area to its location, giving you ample opportunity to slip through undetected, or surround the flare with projective traps like the Tripcaster or proximity bombs from the Blast Sling. And in the sequel ''Forbidden West'', their dart gun can be forcibly detached and turned against them as well.
372* InterfaceScrew: Its stealth device even hides it from Aloy's Focus and your own HUD display; the Focus can't detect and mark the creature, and the screen won't show a red or yellow "alert" circle if a cloaked Stalker is after you. [[VisibleInvisibility Can still track them by eye, however, if you look carefully enough]].
373* InvisibilityFlicker: Right after it cloaks or when it's about to fire.
374* LeanAndMean: Stalkers have a very lean build that borders on skeletal, and they're one of the meanest machines one can come across.
375* LogicalWeakness: They deploy flare mines that alert them to your location if you trip them, but if the flares are triggered at range with your bow, they can be lured ''away'' from you, and it's the fastest way to locate any you haven't spotted yet.
376* ParanoiaFuel: Both InUniverse and out. Noticing that Stalkers are around isn't difficult. The problem is never knowing ''how many''. Usually it's two. Sometimes it's just one and you stay tense for an eternity, waiting for a second ambush that never comes. Other times you think you got them all, only for another one to nail you in the head while your back is turned.
377* RedAndBlackAndEvilAllOver: Unlike all other machines, Stalker armor is black instead of white, which combined with their red optics gives them a very menacing look.
378* StealthExpert: Very elusive and difficult to keep track of, especially in the midst of combat.
379* StuffBlowingUp: Stalkers regularly eject mines as they move around, with some being explosive ordnance and the rest being the dreaded flares. It makes getting close to them an even more dangerous proposition than it already is.
380* SuperPersistentPredator: Most machines will stop chasing Aloy if she runs for long enough. Stalkers just keep going until she successfully hides.
381* TailSlap: The Stalker's long tail can be used to perform a devastating melee attack. If the Stalker is corrupted or daemonic, being hit by a tail swipe deals enough damage to instakill Aloy even at the level cap of 60 if she doesn't have strong melee damage mitigation.
382* VisibleInvisibility: ''Predator''-style. You can see them distorting light if you look close enough.
383[[/folder]]
384
385[[folder:Thunderjaw]]
386[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thunderjaw_render.png]]
387
388A giant machine that resembles a ''UsefulNotes/TyrannosaurusRex''.
389----
390* ArmlessBiped: Thunderjaws lack even a tyrannosaur's stubby arms, possessing only a pair of powerful legs.
391* BadVibrations: Its thunderous footsteps should give you ample warning of a Thunderjaw's presence in the general area.
392* BoringButPractical: The Thunderjaw's attacks only deal melee, impact, or explosive damage. That means it never causes elemental status effects, but especially with other machines means that it will never get stuck dealing with its attacks being subjected to significant resistance, especially in ''Forbidden West''.
393* BreathWeapon: It has a laser cannon in its mouth that fires a wide spread of beams. It's the only weapon that can't be individually targeted for destruction by Aloy, and is pretty much instant death if it fully connects. ''Forbidden West'' adds a second one in the form of a long-range energy ball that explodes on impact.
394* TheCameo: Through the R.Y.N.O. 8 in ''VideoGame/RatchetAndClankRiftApart'', you can spawn one in as an EasterEgg.
395* CrosshairAware: A Thunderjaw's disc launcher barrages are preceded by multiple bright bluish-white light beams lancing down from the sky. If you see those, hightail it out of there ASAP.
396* DeathFromAbove: The two disc launchers on its back are essentially mortars it uses to rain down explosive death over a large area.
397* TheDreaded: As a T. Rex-like robot that packs enough heat to contend with a ''modern'' army, it quite deservedly has this reputation.
398* EnemyDetectingRadar: A variation - Thunderjaws are equipped with Radar systems that they can and will use to locate Aloy if she tries hiding in tall grass.
399* HeartDrive: The Thunderjaw's primary weakpoint is its core, a heart-like sphere contained beneath armor plates near the base of its neck. Direct damage to this part is magnified significantly.
400* HoistByHisOwnPetard: Its disc launchers can be shot off and turned against it, though it's tough enough that exhausting both isn't sufficient to kill one.
401* HumongousMecha: The biggest machine wandering the wilds.
402* TheJuggernaut: Once this thing is after you, no physical obstacle will stop it. Trees, walls, even towering rock formations will get smashed through with terrifying ease when it charges.
403* LightningBruiser: Despite its size, it ''will'' run you down with ease.
404* MascotMook: The Thunderjaw takes front and center in nearly every piece of cover art the game has, often with even Aloy herself tucked away in a corner. Even the intro cinematic indulges in some GameplayAndStorySegregation just to put some Thunderjaws on screen as soon as possible. It was the first machine the developers revealed when they showcased the game at the E3 2015, and also the first one that was completely implemented in the game proper. It's also one of the most intricate models by far[[note]]one and a half years of development resulted in 271 animations, 93 destructible armor plates, 12 unique attacks, 67 visuals and 550,000 polygons[[/note]], demonstrating how much effort the team put into making the Thunderjaw the game's most iconic opponent.
405* RecursiveAmmo: The discs from their disc launchers aren't explosive munitions but rather tiny weapon drones that hover in the air for a few seconds while blasting the ground below them with explosive charges. However, when Aloy wields a detached disc launcher, it acts like a stereotypical grenade launcher instead.
406* RemovableTurretGun: The best way to disable the Thunderjaw is to knock off one its disc launchers, which serves the dual purpose of disabling a major piece of its armament and give you a weapon that will easily tear through its armor.
407* TailSlap: It's a bad idea to be behind these things when they're aware you're around.
408* TRexpy: A mechanical version -- Thunderjaws are giant machines based on tyrannosaurs, from which they derive their overall body shape, which is exaggerated into being full {{Armless Biped}}s, and their status as huge, terrifying killers.
409* WalkingArmory: Ye gads, does this thing have a '''lot''' of firepower. It draws its name from two rapid-fire energy cannons mounted on both sides of its lower jaw, carries two artillery batteries on its back, and has a powerful indestructible laser weapon inside its maw that it starts using if you destroy the automatic cannons.
410[[/folder]]
411
412[[folder:Redmaw]]
413[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/maxresdefault_407.jpg]]
414
415The only named Thunderjaw and general machine in the story, and for good reason.
416----
417* ArcVillain: Of the Hunting Lodge sidequests, in a sense.
418* DentedIron: The years have truly been harsh for this machine, as can be evidenced by the many spears and missing armour plates on its chassis.
419* TheDreaded: Not so much out of story, but they are well known as one of the most dangerous machines in the wilds, having caused many deaths over the years.
420* StrongerWithAge: Zig-zagged. It has more health than the average Thunderjaw, but as previously noted, it also isn't as well-maintained, lacking numerous armor plates and one of its disc launchers. It takes slightly longer to kill than a normal one, but the battle is otherwise the same.
421[[/folder]]
422
423[[folder:Stormbird]]
424[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stormbird_render.png]]
425
426A large machine that looks like a bird of prey. Its electricity attacks channels the mythical Thunderbird.
427----
428* BeakAttack: If it lands, it may attempt to peck you to death in rapid succession.
429* ChestBlaster: Most of its shock attacks originate from the LightningGun mounted in its chest. Destroying it deprives the Stormbird of its ranged elemental attacks.
430* TheComputerIsACheatingBastard: It commonly responds to being attacked by flying up outside of your range and spitting lightning at you until you have to either flee or be killed.
431* CripplingOverspecialization: Stormbirds have physical attacks, but they overwhelmingly rely on their electrical attacks that are easily countered with potions or an upgraded Oseram Sparkworker armor. You can even clip the cannon on its chest to reduce its moveset by roughly ''half.'' [[DownplayedTrope Of course,]] now you have to deal with a large, airborne, KillerRobot bird that can still do damage with its divebomb attack. Good luck getting it to hold still long enough to clip all six of its wing boosters, because you're going to need it.
432* CyberneticMythicalBeast: While arguably just an oversized mechanical avian, its frequent use of lightning brings to mind the Thunder Bird, qualifying it for this trope. There's even an Apex Stormbird [[spoiler:that's on the fritz]] in the Burning Shores that creates a perpetual storm front over an island.
433* DeathFromAbove: Unless you manage to destroy the six engines that keep it airborne, most of a Stormbird's attacks consist of strafing you with merciless electrical bombardment or dive-bombing you from high above.
434* FlyingBrick: It flies, is deceptively fast and agile despite its size, hits like a freight train both in melee and at range, and is extremely durable because it takes rather low damage from the destruction of its constantly moving weak points. Of the four heavy machines in the base game, Stormbirds are tied with Rockbreakers as the most dangerous.
435* GetBackHereBoss: Half the fight will be spent waiting for the damn thing to land, especially if you don't quickly disable its lightning cannon.
436* GiantFlyer: It's a ''big'' bird.
437* InstantThunder: Causes thunder whenever it uses its LightningGun.
438* MakeMeWannaShout: A variant, it can send out a powerful blast of air that's quite damaging and even forces the Stormbird itself back from the recoil.
439* RocBirds: With their wingspan rivaling that of a small plane, Stormbirds may well have been inspired by the ancient legend of the Roc.
440* ShockAndAwe: What was originally purposed as an atmospheric ionizer for biosphere cleanup has been fashioned into a lightning weapon.
441* TailSlap: When grounded, it can spin around and strike hunters with a whip-like weapon normally concealed under its tail "feathers".
442* {{Thunderbird}}: Being a giant bird-like machine whose main weapon is a powerful LightningGun, it's not hard to associate it with the mythical Thunderbird.
443[[/folder]]
444
445[[folder:Scorcher]]
446[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scorcher_3.png]]
447One of the machines endemic to the Cut, it resembles a giant wolf or hyena and is the first encounter after you enter the eponymous Frozen Wilds.
448----
449* AchillesHeel: Destroying the armored power pack on their lower back deals massive damage to the Scorcher and inflicts Shock status, making this part a prime target for a triple-arrow AlphaStrike from stealth.
450* BeefGate: You want to start ''The Frozen Wilds''? There's a Daemonic Scorcher on the path into the Cut, just to let you know what you're getting into. Fortunately, Aloy can sneak past it.
451* BossInMookClothing: As the first machine of the frozen wilds, it's obvious that they'd be on par with the Thunderjaw if not moreso.
452* CanisMajor: They're built like massive wolves and are some of the more dangerous enemies in the game.
453* DeadlyLunge: Scorchers have a hidden pair of rocket thrusters in their back that enables them to perform very sudden, very fast pounces at an unsuspecting enemy.
454* DungeonBypass: Scorchers can perform impressive leaps that let them bypass almost any terrain features. It makes luring them into trip wires real difficult because they routinely jump past chokepoints or up to higher elevations without regard for the paths normal machines are forced to take.
455* HeinousHyena: They resemble hyenas and are extremely dangerous.
456* {{Hellhound}}: With their canine appearance and fire-based weaponry, they're basically a mechanical version.
457* HoistByHisOwnPetard: Their rapid-fire mine launcher can be detached and turned against them. Only Daemonic Scorchers on the highest difficulties will survive a sustained barrage, especially if you rope them down first.
458* InASingleBound: Scorchers have one of the furthest leaping distances of any machine (rivalled only by the Frost- and Fireclaws), they do it while on fire, and, this is important, they're ''fast'', so you have to be on your toes if you want to dodge out of the way.
459* LandMineGoesClick: Averted. The mine launcher they have on their backs fires proximity mines that blow up if Aloy gets close enough, with no chance for her to disarm them. And it's very fond of filling an area with them, then bodyslamming Aloy into a mine or three.
460* LightningBruiser: Much like the Sawtooth and Thunderjaw, they are fast, hit hard and are very hard to kill if you don't have a strategy... and even if you do have one.
461* LongNeck: Disturbingly it has an extendable neck that lets it look around obstacles, so it can more easily find and hunt you.
462* PlayingWithFire: While they're primarily for movement, the machine's thrusters can also double as a makeshift flamethrower. Scorchers, as their name suggests, generally deploy a variety of fire attacks at short range. Face them without high fire resistance at your own peril.
463* StuffBlowingUp: They carry a rapid-fire mine launcher for ranged combat that can saturate the whole area around their target with explosive death in seconds, making escape something between dangerous and impossible.
464[[/folder]]
465
466!!Unclassed
467[[folder:Control Tower]]
468[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/1df157a55118012949d7843fbc91b10f.png]]
469%% [[caption-width-right:350:some caption text]]
470A machine found exclusively in the Cut, at least for now. Unlike every other machine, the control tower is designed like some kind of plant, like a palm tree or sea anemone, and lacks offensive capabilities completely. Instead, it sends out pulses that heal and strengthen nearby machines.
471----
472* AttackItsWeakPoint: Control Towers have a single weakpoint, a coolant valve near the crown, and several override points along the base.
473* MookMedic: The control tower can heal the damage Aloy inflicts on hostile machines around it.
474* PutOnABus: It doesn't make an appearance in ''Forbidden West'', but unlike the other machines that didn't make it from ''Zero Dawn'' there's nothing similar to it.
475* ShockAndAwe: If overridden, they release an electrical shockwave that paralyzes every machine in its radius.
476* ShootTheMageFirst: Control Towers are usually surrounded by large flocks of machines, but are completely defenseless themselves; in fact, overriding them before fighting the machines is recommended, both because they will empower nearby machines if not dealt with, and because they shock every machine in the vicinity when overridden.
477[[/folder]]
478
479!!Chariot-series Machines
480[[folder:In general]]
481* DevouredByTheHorde: The Chariot-class robots had the ability to unleash a swarm of nano-haze to consume organic matter, as well as more directly feed on organic matter if they could get close enough. One data log has someone describe a Corruptor whipping up a school of dolphins into a slurry it then absorbed. During Operation: Enduring Victory, there are a number of casualties caused by the nano-haze, with one soldier noting that his legs were being stripped layer by layer.
482* EatingMachine: All of them have the ability to consume organic matter "in emergencies". For the rogue swarm, this meant "all the time". Fortunately, when awoken in the present day, none of them have this capacity, [[spoiler:as the small number currently active are being controlled remotely by HADES with a workaround. HADES can't reactivate that function without sending out an activation signal that will properly awaken the entire swarm]].
483* InvincibleVillain: While the Chariot robots are individually killable, with varying difficulty, the swarm as a whole has five unique functions to make it unstoppable: 1) They are capable of converting biomass into fuel, 2) They are capable of self-replicating, 3) They can hack and convert any machines to their side, 4) They use complicated encryption that makes them immune to hacking, and 5) They have no backdoor access. Once a glitch severed their chain of command, the swarm became a plague that slowly consumed all life on Earth, multiplying faster than they could be destroyed. [[spoiler:PlayedWith in that, had Ted Faro not attempted to hide his catastrophe, the swarm could have been stopped before their numbers reached a critical mass.]]
484* MechanicalAbomination: While downplayed in that they were made by humans, the ancient machines come across as this compared to the sleeker, animal-inspired machines that most modern humans consider "natural". Sharper edges, black-tinted plating and hellish noises make the Corruptor distinctly terrifying on its own, while the Metal Devils are gargantuan and almost squid-like, with 146 meters long weapon-equipped tentacles. They were designed as war machines first, while the present-day robots are meant to maintain the ecosystem.
485* TurnedAgainstTheirMasters: The Chariot line were originally created to serve Old World humanity as peacekeepers, only for a glitch to sever one swarm from its chain of command, causing it to deem all of humanity its enemy.
486* VillainousGlutton: This is how the Chariot line [[spoiler:destroyed all life on Earth]]. Once the glitch occurred, the robots defaulted to their biomatter conversion function as their primary source of fuel and [[spoiler:devoured everything until there was nothing left for them to eat.]]
487[[/folder]]
488
489[[folder:Corruptor/FAS-ACA3 Scarab]]
490[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corruptor_render_8.png]]
491
492Highly dangerous machines that can override more docile machines (like Striders) and make them attack humans. The corruption from these machines can also harm organic life by poisoning it.
493----
494* AssistCharacter: Their original function was that of an agile scout and support unit that gathered resources, served as a CombatMedic for allied robots and acted as a literal force multiplier by assimilating hostile robots into its swarm. While certainly not useless in a fight, frontline combat was the Khopeshs' forte before [[spoiler:the swarm's primary target switched from "heavily armed and armored robots" to "squishy humans that can't take nearly as much damage but are much more numerous"]], which led to Scarab units becoming full-fledged combat units.
495* CombatTentacles: The Corruptor's long segmented tail looks very tentacly and can be used for a variety of attacks both in melee and at range.
496* DishingOutDirt: One of their ranged attacks consists of the Corruptor tearing a huge boulder from the ground and hurling it at its target with its segmented tail.
497* EvilSmellsBad: The sidequest "Acquired Taste" tasks Aloy with collecting fluids from various machines, among them a Corruptor. Her comments about her other finds are universally neutral, but when she drains the Corruptor she immediately complains about the disgusting stench. [[spoiler:Considering that these fluids likely contain machine oils, and that all Corruptors have been buried for almost a thousand years, it's not really surprising. Old oil tends to smell disgusting, but you're unlikely to know the Corruptors' true age by the time this quest becomes available, so it serves as a nice bit of {{Foreshadowing}}.]]
498* InASingleBound: It can leap incredible distances from a standing position, either to retreat or to crush prey.
499* LightningBruiser: Even though it's weak compared to Deathbringers, it can pack a debilitating punch and unlike their heavier counterparts, it moves incredibly fast and even jumps around the battlefield.
500* MoreDakka: They pack significantly more punch than most of the machines you meet. [[spoiler:It's because they were designed as an actual weapon first, rather than just have armaments for a secondary purpose.]]
501* OlderThanTheyLook: [[spoiler:Unlike the other machines, Corruptors (and Deathbringers) are relics of the Old Ones' past.]]
502* {{Overheating}}: Corruptors produce a lot of waste heat that forces them to expose their inner workings to cool down every now and then. An overheated Corrupter stops moving and attacking and reveals an additional weak point for a few seconds. Destroying the latter deals massive damage to the machine, often resulting in its total destruction.
503* PoisonousPerson: Well, not exactly a person in the traditional sense, but they're the only enemy that actively and consciously uses Corruption attacks, which works like poison in-game. They aren't called Corruptors for nothing.
504* ScaryScorpions: Distinctly resemble giant robotic scorpions.
505* SpiderTank: With more moves from the spider than from the tank. Packs a punch of the latter, however.
506* StarfishRobots: The Corruptors somewhat resemble [[SpiderTank mechanical spiders]] or scorpions, but in an abstracted way, not strongly animalistic like most of the other machines, and they are far more aggressive. [[spoiler:That's because the "bad guy" robots are human-designed war machines from the year 2066, while the animal-like robots were created by GAIA as part of her terraforming efforts to restore the planet.]]
507* UniqueEnemy: In ''Forbidden West'', the journey to [[spoiler:Faro's tomb]] has Aloy fighting two Corruptors guarding the entrance. Outside of the Arena, they're the only Corruptors encountered in the game [[spoiler:as every other Corruptor was rendered inactive after HADES was permanently shut down in the first game]]. They show up again in ''Burning Shores'', [[spoiler:manufactured by the Horus that Londra has managed to get partially operational]].
508* VillainOverride: They're the reason all those corrupted machines are roaming the land. By infecting them with the virus-like Corruption, previously peaceful machines turn into crazed, more powerful versions that attack anything that isn't corrupted itself on sight. Aloy gains this ability herself by salvaging the relevant module from the first one she brings down.
509* WakeupCallBoss: After a lone Sawtooth introduces players to the threat level of medium machines and above, a lone Corruptor later introduces them to the much bigger threat of [[spoiler:the Old World's Chariot line of {{Killer Robot}}s]].
510* WeakToFire: Apparently, [[spoiler:being buried for a couple centuries]] made the Corruptors' armored hull vulnerable to fire damage. The reasoning behind this somewhat weird phenomenon isn't really touched upon (though it is given a HandWave as their engines easily overheating), so it tends to come across as a mercy from the devs to give this beast some weakness at least. This weakness extends to the machines they corrupt.
511[[/folder]]
512
513[[folder:Deathbringer/FAS-FSP5 Khopesh]]
514[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deathbringer_render.png]]
515
516Deadly machines that pack a ton of weapons and firepower.
517----
518* AdvancingBossOfDoom: [[spoiler:The FinalBattle contains a lengthy HoldTheLine sequence where Aloy must defend Meridian from waves of corrupted machines. Each wave is accompanied by multiple Deathbringers that bombard her position with missiles while slowly advancing on the walls, and you most definitely do not want to let them get close enough to deploy the rest of their arsenal.]]
519* AttackItsWeakPoint: The surest way to kill a Deathbringer is to wait for it to overheat and then fire shot after shot into its heat sinks once it exposes them. Destroying its numerous mounted weapons to deal damage and reduce its firepower, as well as its leg stabilizers to slow it down, is a good way to pass the time while you wait for its next emergency shutdown.
520* CrosshairAware: If a Deathbringer carries a Heavy Cannon, its shots are telegraphed by a white targeting laser similar to the Thunderjaw's disc launchers' about a second before it fires. You better get out of its path or else.
521* EarlyBirdCameo: Before the ''Khopesh'' is properly seen for the first time at Maker's End, its heavy machine gun can be seen in the hands of Eclipse EliteMooks.
522* EatingMachine: It can consume biomass for fuel, though this is only demonstrated in a cutscene when one is awakened.
523* FakeUltimateMook: Despite its size, firepower and [[NamesToRunAwayFromReallyFast name,]] it's much less dangerous than Thunderjaws or Rockbreakers due to its low mobility and multiple weakpoints. It's very dangerous and takes a long time to kill, but it can't [[RammingAlwaysWorks charge]], and most of its attacks are easy to dodge.
524* FinalBoss: [[spoiler:A beefed-up Deathbringer serves as the last obstacle Aloy has to overcome in the final main story mission of ''Zero Dawn''. Unlike the preceding ones, this battle is [[TimedMission fought on a timer]], which tends to be more dangerous than the machine itself due to the Deathbringer's increased health requiring more overheating cycles to whittle it down, along with HADES calling in backup every so often.]]
525* HoistByTheirOwnPetard: It's entirely possible to dislodge one of its guns and use its own ammunition against it.
526* KillItWithFire: One of its many weapons is a bog-standard heavy flamethrower. The machine's extremely low speed makes it unlikely it'll ever get close enough to actually use it, though.
527* LongRangeFighter: Although they have a powerful melee attack, Deathbringers will never actively try to use it, a unique trait that no other machine exhibits. Their entire combat style revolves around blasting their targets to smithereens with heavy long-range firepower, and their torso-mounted artillery means they can continue to do so even if you blasted off all their external guns.
528* MacrossMissileMassacre: Deathbringers carry numerous missile racks that unleash volley after volley of explosive death. One of them can be shot off, but the others are mounted in its torso and thus cannot be destroyed unless the entire machine is neutralized.
529* MeaningfulName: A Khopesh was a weapon used in ancient Egypt, resembling something between a sword and a scythe. [[spoiler:Fitting for the front-line fighter machine in the Chariot product line.]]
530* MightyGlacier: They're far and away the slowest machine in the game, but with that much armor and firepower at their disposal, they don't need to move quickly.
531* MoreDakka: Packs much more firepower than the Corruptor, or even the mighty Thunderjaw. It carries a total of ''six'' separate weapons systems on its upper body that include heavy machine guns, grenade launchers, missile racks and ballistic cannons. [[spoiler:Similar to the Corruptor, the Deathbringer was designed as a weapon first, for use in fighting wars during the mid-21st century]].
532* NonstandardCharacterDesign: The only machine that does not look even slightly animalistic, looking like something out of ''VideoGame/MechWarrior'' instead, or maybe something that could be built in the 21st century. There's a reason for this.
533* NoSell: Deathbringers cannot be tied down with the Ropecaster, period.
534* OlderThanTheyLook: [[spoiler:As with the Corruptors, Deathbringers are relics of the Old Ones' past.]]
535* OptionalBoss: During the [[spoiler:Eclipse assault on Mother's Heart]], there's a Khopesh just off the main path. You can simply charge past it to the main objective, or choose to bring it down if you feel like it.
536* {{Overheating}}: Similar to their smaller cousins, Deathbringers overheat quickly while in combat, forcing them to shut down briefly and expose a number of heat sinks that can be destroyed for massive damage. Setting the machine on fire accelerates its overheating cycle. While on lower difficulties it's usually sufficient to blast off a Deathbringer's weapons to nearly destroy it, exposing and targeting their heat sinks is the only way to efficiently fight them on higher difficulties.
537* PutOnABus: While the Corruptors appeared in the second game (albeit only one scripted encounter), Deathbringers don't return in ''Forbidden West'' despite their guns being used by the Tenakth Rebels.
538* SpiderTank: Much tankier than the Corruptors. Their massive size and firepower make them equivalent to a modern main battle tank.
539* StationaryBoss: The first one you encounter is too damaged to walk, making it a mercifully more manageable fight. This stops being the case once you meet the second Deathbringer, which is fully operational, as are all others that follow. Amusingly, Deathbringers are so slow that it hardly makes a difference whether they move or not.
540-->'''Aloy''': Another ''Khopesh''! [[ThisIsGonnaSuck And this one can move!]]
541* StuffBlowingUp: It'd be easier to list the few Deathbringer weapons that ''don't'' fire explosive munitions[[note]]their heavy machine gun and their flamethrower, to be specific[[/note]].
542* TrampledUnderfoot: As unlikely as it is, but a Deathbringer can actually trample you to death if you're dumb enough to get that close.
543* WeakToFire: While they don't have a vulnerability to fire damage, being set ablaze causes them to overheat faster, enabling more shots on their vulnerable heatsinks.
544[[/folder]]
545
546[[folder:Metal Devil/Titan/FAS-BOR7 Horus]]
547[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horus.jpg]]
548
549Huge machines that were designed to produce and lead hordes of Deathbringer and Corruptor armies in war.
550----
551* AwakeningTheSleepingGiant: [[spoiler:In the climax of ''Burning Shores'', Londra reactivates a Horus in order to kill Aloy once and for all.]]
552* BigCreepyCrawlies: They look like really, really, ''really'' huge insect/arachnid/crustacean hybrids. With tentacles.
553* CombatTentacles: Their four gigantic tentacles account for half their total length and are equipped with siege drills capable of penetrating any fortification. Numerous Old World bunkers like All-Mother Mountain and the Grave-Hoard bear witness to this. It's also safe to assume that the tentacles made for fearsome weapons against opposing ground forces that made it past the Horus' escorts or were unlucky enough to find themselves in its path.
554* TheDreaded: Hearing accounts of the Old Ones who [[spoiler:fought them during Operation Enduring Victory]] it's clear that they thought that fighting them was essentially suicide. Aloy is amazed to hear that some of those Old Ones could kill them at all.
555* EatingMachine: Like all Faro robots, it can release nanite swarms to devour biomatter as fuel.
556* {{EMP}}: Each one is equipped with a means of manufacturing [=EMP=] grenades that can take out massive swathes of mechanized tools and weaponry [[spoiler:as Regalla found out the hard way on the day of her assault on the Memorial Grove as Aloy "[[BigDamnHeroes rode on the Wings of the Ten]]."]]
557* EyesDoNotBelongThere: Its tentacles each have a camera at the tip to let the Horus know what it's attacking with them [[spoiler:as demonstrated by Londra when he activates the one in the Burning Shores]].
558* FinalBoss: [[spoiler:[[ArcVillain Londra]] reactivates a derelict Horus to serve as the final challenge of the ''Burning Shores'' DLC, and despite its aged condition as a result of laying dormant for so long, it still puts up an absolutely ferocious fight before it goes down.]]
559* GiantSquid: Resembles a combination of a squid, a shrimp, and a [[Franchise/MassEffect Reaper]].
560* HiveQueen: Chariot swarms were organized like certain insect swarms, with Horus units acting both as command and control hubs and as mobile factories that produced more robots. Losing their Horus didn't make a Chariot swarm stop fighting, but it certainly dealt it a heavy blow.
561* HobblingTheGiant:
562** If Old World records are anything to go by, standard operating procedure in battle against Horus Titans was to sever their limbs first, followed by blasting out their foundries to halt the endless stream of robot reinforcements.
563** [[spoiler:As part of getting Londra's Horus to overheat, Aloy has to shoot out the heat sinks in each tentacle, causing said tentacles to burst into flame.]]
564* HumongousMecha: With emphasis on the "humongous" part. The few we see ruins of are more comparable in size to ''mountains''. Without the tentacles they're 146 meters long. See the tiny white speck in the image on the right? That's a human for scale -- and that Horus is foreshortened by perspective. Its [[https://horizon.fandom.com/wiki/Horus?file=HorusModel2.jpg body]] is about as long as its tentacles. In the Grave-Hoard, Aloy's entire progression through the US Robot Command is along a single tentacle threaded through the facility.
565* InstantWinCondition: If a Horus reached its swarm's target, that target and anyone defending it was pretty much boned. Multiple Old World documents describe how taking down an attacking swarm's Horus before it came too close was the single most important part of any defensive strategy.
566* ItCanThink: Downplayed. They don't seem to be able to speak [[spoiler:except when a rogue Subordinate Function is occupying one's core and is further modified to physically be given that ability]] and they don't appear to deploy and consolidate like humans. [[spoiler:When they don't have anything to eat or fight they just go dormant exactly as they are - the one at the Grave-Hoard froze in place with a tentacle through US Robot Command for decades before MINERVA's signal went out.]] However, in recordings the Old Ones mention that they learn from every battle. Between this, their size, their ability to multiply ''exponentially'', [[spoiler:and how as a byproduct of the above they began {{terraforming}}]], it's no wonder that they were so dreaded.
567* TheJuggernaut: Even if someone managed to hold off a Chariot swarm's Scarabs and Khopeshs, stopping a Horus was another matter entirely. Entire mechanized brigades with massive air support took hours of intense fighting to bring down just one of the relentlessly advancing behemoths, and even one Horus breaching a defensive line usually meant the battle was lost.
568* MeaningfulName: The largest and most dangerous machine is named after the Egyptian god of war. [[spoiler:Along with the names for the previous two models, it also fits into the theme of Old Ones and their creations having Egyptian names, such as Sobeck and Faro.]]
569* MechanicalAbomination: More so than any other member of the Chariot line, which are abominable on their own. The Metal Devil is viewable from the beginning of the game, but it's so enormously huge that you'll be hard pressed to find where its tentacles end and its body begins.
570* MotherOfAThousandYoung: They can produce other Faro machines. The first intact Deathbringer Aloy fights is extracted by Eclipse from the remains of a Metal Devil. [[spoiler:Londra's Horus produces a swarm of Corrupters to guard his approach and to distract Aloy during their fight.]]
571* OlderThanTheyLook: [[spoiler:Like Corruptors and Deathbringers, Metal Devils date back to the time of the Old Ones.]]
572* PassedInTheirSleep: Like the two entries above, [[spoiler:they went dormant after consuming the biosphere, just 'waiting for something to eat'. GAIA then finished working on the necessary codes and her MINERVA subfunction erected broadcast towers that sent them the deactivation code, shutting them down. Only another activation signal has the capacity to wake them, and even then none are seen to move when HADES does so in the climax of ''Zero Dawn''.]]
573* PrecursorKillers: [[spoiler:These things are the reason the Old Ones died.]]
574* SpiderTank: They have five pairs of legs, with two carrying their enormous tail section and the other three mounted on the front of their main chassis.
575* TheUnfought:
576** While we see the remains of several littered around the landscape in both games, Aloy never has to fight a functioning one during the first game. A very good thing, as it is ''highly'' unlikely the combined armies of the entire region could even hope to dent one.
577** [[spoiler:Subverted in ''Burning Shores'', where one is reactivated by Walter Londra as the final boss of the DLC]].
578* WorfHadTheFlu: [[spoiler:The Horus that Aloy fights in ''Burning Shores'' is in pretty bad shape, the only reason Aloy has a chance in hell of winning. Due to being exposed to the elements for nearly a thousand years, its cooling systems are damaged, giving it the same overheating weakness as Khopesh units, on top of being controlled by an inexperienced human pilot instead of its (presently disabled) AI. Had this Horus been in its prime, Aloy and everyone else would be powerless against it]].
579* ZergRush: It would replicate Corruptors and Deathbringers at such an ungodly rate that [[spoiler:a single swarm going haywire was enough to doom humanity (though Ted Faro trying to cover that up helped immensely). Once the swarm reached a critical mass, nothing the old armies did to fight the swarm could defeated it, as it could replace lost units faster than they could destroy them.]]
580[[/folder]]
581
582!Introduced in ''[[VideoGame/HorizonForbiddenWest Forbidden West]]''
583!!Acquisition Class Machines
584
585[[folder:Bilegut]]
586
587A massive Acquisition-class machine that resembles a frog.
588----
589* AcidAttack: It gets its name from the large acid sack on its belly, which it uses to spray acid out across a wide area.
590* AmphibianAssault: A powerful and aggressive machine that looks like a gigantic frog.
591* AmphibianAtLarge: Looks like a frog and is considerably larger than an elephant.
592* BellyFlopCrushing: During combat, it's prone to leaping high into the air in an attempt to come crashing down onto foes and crush them with its weight.
593* MookMaker: It produces Stingspawn eggs, which hatch into tiny Stingspawn machines that can aid it in hunting resources or fighting.
594* MultipurposeTongue: Its long tongue is used to pull resources or bludgeon foes.
595* StickySituation: In addition to its acid, it also spits giant balls of adhesive.
596* VideoGameStealing: If it lashes out at you with its tongue, it'll steal something from your inventory, especially shards. Since shards not only work as currency but [[PracticalCurrency are a key component in making ammo]], you don't want to get hit by the tongue.
597
598[[/folder]]
599
600[[folder:Bristleback]]
601[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_bristleback_1024x576.jpg]]
602
603A large acquisition-class machine that resembles a warthog.
604----
605* DishingOutDirt: They have a pair of circular saws in their mouths that they can use to fling dirt and rocks at foes from long range.
606* FoeTossingCharge: Their primary attack is to charge forward and knock their target into the air with their tusks.
607* FullBoarAction: It's a mechanical warthog the size of an elephant.
608* HorseOfADifferentColor: The first machine from ''Forbidden West'' Aloy can ride. It's also commonly used by Tenakth Rebels as a mount.
609* JackOfAllStats: Of the three [[spoiler:standard]] rideable machines in ''Forbidden West'', it's the "average" one, being second in speed to the Charger and second in strength and durability to the Clawstrider.
610* SolidGoldPoop: Played with as they don't actually defecate, but while feeding they will regularly discharge spheres (which look rather poo-shaped) that can be looted for metal shards or more rarely ingots.
611[[/folder]]
612
613[[folder:Clamberjaw]]
614[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_clamberjaw_1024x576.jpg]]
615An acquisition-class machine resembling a baboon, fires elemental projectiles at enemies. It is also particularly nimble and prone to dodging attacks.
616----
617* {{Fartillery}}: It can emit noxious gas from a canister on its tail, which temporarily disables Aloy's ability to consume Food and Potion items.
618* ManiacMonkeys: They're robotic baboons and they're just as hostile to humans as all other machines.
619* SuperScream: Equipped with a AOE sonic scream.
620* SuperSpit: It can spit fireballs at long range.
621[[/folder]]
622
623[[folder:Fanghorn]]
624[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/0c04f370_6f77_4cff_a2b1_8f5c110a2ab6.png]]
625
626A machine similar in appearance and function to the Lancehorn, sporting spinning blades on its horns instead of the Lancehorn's more drill-like horns. This makes them resemble deer more antelope.
627----
628* HornAttack: It not only tries to slice you with its fire-imbued horns, but it will also use them as a set of mandibles, hence the name ''Fang''horn.
629* MidseasonUpgrade: It's effectively a Lancehorn with upgraded weaponry.
630[[/folder]]
631
632[[folder:Plowhorn]]
633[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bf722110_5e16_4020_b715_2c4419243dce.jpeg]]
634
635An acquisition-class machine resembling a triceratops.
636----
637* ImprovisedWeapon: They use ''fertilizer dispensers'' as ranged weapons, of all things.
638* StickySituation: Their long-range fertilizer attacks act as an adhesive, slowing Aloy down and preventing her from using some abilities.
639* {{Temperceratops}}: Averted by the Land-God Plowhorns near Plainsong, which are the only machines other than Tallnecks that won't turn aggressive under any circumstance, but played straight by Plowhorns everywhere else.
640[[/folder]]
641
642[[folder:Scrounger]]
643[[quoteright:231:https://static.tvtropes.org/pmwiki/pub/images/c8d4e0d6_4ce2_49dd_bba4_71c63c76ea43.jpeg]]
644
645Similar to the Scrapper in appearance and function, though slightly smaller and weaker as well as sporting a more animalistic head. It trades the Scrapper's beam for a shock orb attack.
646----
647
648* BreathWeapon: Fires a shock orbs from its mouth, unless the power cell on its haunch is destroyed.
649* DisasterScavengers: Like the Scrapper, it exists to reclaim destroyed machines.
650* GunsAreWorthless: The first non-human enemy you'll face with a ranged weapon, the orbs it fires are easily dodged.
651* OneHitKill: Nailing the power cell on its backside with a Shock Arrow will guarantee its doom once it detonates, along with stunning all the other machines in its vicinity.
652[[/folder]]
653
654[[folder:Spikesnout]]
655[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/21f158de_21ae_4f30_9abe_f5539d58e788.jpeg]]
656
657An Acquisition-class machine that resembles an anteater or skunk. It uses acids to liquify resources in the soil and sucks them up.
658----
659* AcidAttack: Will spray acid out as its primary offensive ability.
660* MixAndMatchCritters: Most of its body resembles an anteater, especially the snout and tongue, but its tendency to spray gases at everyone and everything in the vicinity clearly pulls from skunks.
661* SmellySkunk: It's a skunk-like robot that various elemental attacks in place of anal squirts.
662* SupportPartyMember: It can discharge clouds of vapor that will strengthen allies or weaken enemies.
663[[/folder]]
664
665[[folder:Stingspawn]]
666An Acquisition-class machine resembling a bee. Unlike other machines that are produced in Cauldrons, these are produced by another machine, the Bilegut, to assist it in collecting resources.
667----
668* MadeOfExplodium: Will blow up if its arc cell is overloaded by a shock arrow. The explosion will also overload the arc cells of any other Stingspawn in the blast radius, which can cause a chain reaction of explosions.
669* ScaryStingingSwarm: Will aggressively swarm any enemy nearby with physical and ranged electric attacks.
670[[/folder]]
671
672[[folder:Sunwing]]
673[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_sunwing_1024x576.jpg]]
674
675It resembles a Pterosaur but with solar panels as wings. It is the first controllable flyer.
676----
677* GiantFlyer: It is big enough to easily carry Aloy's weight.
678* HorseOfADifferentColor: The first flyer that Aloy can ride.
679* LuckilyMyShieldWillProtectMe: In combat they may land and deploy an energy shield behind which they hide and take potshots at Aloy.
680* MascotMook: It's on the cover of the game.
681* ThePowerOfTheSun: Its wings are large solar panels and it's often seen sunning itself when not in combat.
682* RedemptionDemotion: Sunwings are normally quite capable combatants. Once you override one, it loses all combat abilities whatsoever and becomes nothing but transportation.
683[[/folder]]
684
685[[folder:Tideripper]]
686[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/a749a08c_d595_45c6_871e_98471483d25b.jpeg]]
687
688A massive plesiosaur-inspired with a cetacean's fluke on the end of its tail that attacks with high-pressure jets of water.
689----
690* BellyFlopCrushing: One of its attacks has it body slam onto the ground, spraying purgewater as it does so. While the purgewater is something to watch out for, not dodging the attack will turn Aloy into a stain on the ground.
691* GracefulInTheirElement: While Tiderippers are definitely dangerous on land, they were clearly meant to be aquatic fighters since all they can do in terms of land movement is flop around.
692* MakingASplash: They can blast purgewater from their heads as well as hose down the area with the spinning disc on their backs.
693* MightyGlacier: Being a machine designed for underwater, they waddle rather slowly when they're on land. But this is counteracted by their tremendous resilience and their deadly aquatic firepower. Even then, they can still close in on Aloy thanks to their large body size, particularly their neck.
694* MonstrousSeal: Developer videos show that they're based on seals during the design phase, their size and ferocity easily make them a monsterous example.
695* SeaMonster: One of the largest machines in the game, found in deeper rivers and the ocean. Also incredibly powerful.
696* StockNessMonster: Tiderippers definitely resemble the plesiosaur version of the famous lake monster more than actual plesiosaurs. Especially in their ability to shamble around on land.
697[[/folder]]
698
699[[folder:Waterwing]]
700A flying machine resembling a Sunwing but with a beak like a pelican's.
701----
702* DiveDiveDive: The only mount capable of diving and traversing underwater. Aloy takes advantage of this ability to dive underwater to [[spoiler:evade Walter's defenses when flying to Pangea Park.]]
703* IfItSwimsItFlies: Inverted, this is a flying machine that can swim.
704* HorseOfADifferentColor: The second type of flying machine that Aloy can ride.
705* MidseasonUpgrade: Functionally, it's a Sunwing that trades the plasma attacks and shield generators for being faster, tougher, and stronger and having the ability to spit rocks at you.
706* PelicanPackagePouch: It has a gular pouch which it can use to scoop up water or dirt and [[DishingOutDirt hurl it at enemies.]]
707* UndergroundMonkey: Their design and behaviour are very similar to that of Sunwings. In fact, they're similar enough that [[spoiler:Beta only has to make some small modifications for Aloy's Sunwing override to work on them]]
708[[/folder]]
709
710[[folder:Widemaw]]
711[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d2d29a84_0f2f_40cd_b2d5_eab5c067756a.jpeg]]
712
713A large amphibious machine that resembles a hippopotamus.
714----
715* AngryAngryHippos: They look just like mechanical hippos and they're just as mean. Disturb them at your own risk.
716* AssKicksYou: It can charge backwards to attempt to crush foes with its backside.
717* FeedItABomb: A Widemaw's tusks are a critical upgrade resource for some items, but are only assailable when the Widemaw's trademark mouth is open... which only happens when it is using its vacuum attack or belching purgewater-soaked mud boulders at its target. Using a [[DeadlyDisc Shredder]] [[DifficultButAwesome Gauntlet]] with Tear Shredder ammo is one way that doesn't rely on precision shooting. Build up the tear shredder by catching it repeatedly, and then lob the fully charged tear shredder into its open maw (ideally on a vacuum attack), where it will explode and dole out massive tear damage to everything in its mouth... including the tusks.
718* HoistByTheirOwnPetard: One of their favored attacks is to use their mouths to launch balls of mud infused with Purgewater, which they are also vulnerable to. Shooting a projectile with sufficient force before it's launched causes it to explode, affecting its would-be user.
719* MakingASplash: They can use their mouth vacuums to fire Purgewater-infused projectiles at Aloy, which prevents her from using elemental attacks of her own as well as making her more vulnerable to Frost and Shock damage.
720* ShotInTheAss: The easiest way to kill them. Widemaws have three vulnerable sections across their broad hind-ends, so focusing your attacks there is an excellent way to take them out quickly.
721* SolidGoldPoop: Played with, as they are machines that don't actually defecate but while feeding they will regularly discharge fertilizer canisters that can be looted for valuable resources if you can get to them before they fade.
722* VacuumMouth: They have a suction device that they use to gather resources by vacuuming up organic matter. In combat, they can use this to pull Aloy in for a massive bite or reverse the flow to fire debris at her at long distance.
723[[/folder]]
724
725!!Combat Class
726
727[[folder:Clawstrider]]
728[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_clawstrider_1024x576.jpg]]
729
730A new machine resembling a feathered Velociraptor. It can also be ridden in battle by Aloy and Tenakth rebels.
731----
732* ChainsawGood: Its lower jaw splits apart into two separate chainsaws.
733* HorseOfADifferentColor: The only non quadruped land mount in the game.
734* MightyGlacier: Of the three [[spoiler:standard]] rideable machines in ''Forbidden West'', not in general. It's slower than the Charger or Bristleback, it's barely faster than Aloy can run on foot, in fact. But it's also much stronger than either of them.
735* RaptorAttack: Unlike the Watcher, which vaguely resembles the ''Velociraptor'' as it was in real life, the Clawstrider more closely follows the ''Franchise/JurassicPark'' model of the creature (which was actually [[https://en.wikipedia.org/wiki/Deinonychus a Deinonychus]]), and boasts a more animalistic design in its appearance. At least it is "feathered".
736* SuperScream: Has a powerful sonic attack that'll momentarily stun Aloy.
737[[/folder]]
738
739
740[[folder:Dreadwing]]
741
742A large combat-class machine resembling a giant bat. It has a stealth generator like the stalker and can spit acid and fire bombs.
743----
744* BatOutOfHell: A bat-like machine that's hostile to Aloy.
745* DeathFromAbove: Comes with two bomb launchers which it may use while flying.
746* ImpossiblyGracefulGiant: You would think something as big as this thing would make a little more noise when it's not trying to find you.
747* InterfaceScrew:
748** Its stealth device even hides it from Aloy's Focus and your own HUD display; the Focus can't detect and mark the creature, and the screen won't show a red or yellow "alert" circle if a cloaked Dreadwing is after you. [[VisibleInvisibility You can still track them by eye, however, if you look carefully enough, and as the Dreadwing is quite large and flies, this is rather easy]].
749** It can emit a pulse that shorts Aloy's focus, preventing her from scanning or tagging parts.
750* InvisibilityFlicker: Right after it cloaks or when it's about to fire.
751* ParanoiaFuel: It can cloak like a Stalker, but it's far quieter and doesn't show an alert if it's located you while cloaked.
752
753[[/folder]]
754
755[[folder:Grimhorn]]
756A modified version of the Plowhorn specialized by HEPHAESTUS for combat.
757----
758* BreathWeapon: It can breath fire, either as a short-range stream or by spitting out long-range fireballs.
759* MidseasonUpgrade: It's a Plowhorn that's been outfitted with extra armor, flamethrowers, and cluster launchers.
760* PermanentlyMissableContent: Narrowly averted. They don't spawn in the wilds at all, if you don't scan them during any of the missions they appear on the only place you can find one in the Arena. However, this is played straight for its Apex version where it only spawns during Zo's sidequest so if the player didn't scan them there, they'll be permanently locked out from the machine catalogue (although thankfully, they're not required to get the "All Machines Scanned" trophy).
761* RecursiveAmmo: Its cluster launchers fire a disk up into the air that splits into three explosive discs for wide-area bombardment.
762* {{Temperceratops}}: It's a highly aggressive combat machine that resembles a ceratopsian dinosaur.
763* UniqueEnemy: Unlike its Plowhorn counterpart, Grimhorn are only encountered during quests and never spawns in the open world so the three instances (The Dying Lands, Gemini and The Second Verse) you fight them are the only time they'll ever appear outside of the Arena where 2 Grimhorns can be fought any time. Additionally, its Apex variant is only encountered during "The Second Verse" Side Quest where 2 of them are required to be killed to complete the quest and unlike its regular counterpart, can never be encountered again after they're destroyed.
764[[/folder]]
765
766[[folder:Shellsnapper]]
767[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_shellsnapper_1024x576_7.jpg]]
768
769A large combat-class machine that resembles a snapping turtle. They're found primarily in sandy terrain, whether that's deserts or beaches.
770----
771* AttackReflector: They have a DeflectorShield that protects them that absorbs kinetic energy from attacks in order to charge up a devastating shockwave attack.
772* BossInMookClothing: The Focus states that Shellsnappers are level 27. ''The Focus lies.'' Shellsnappers are big enough to crush Aloy, (somehow) agile enough to jump on her, have very thick and extensive armor, a lot of health, and can shoot ice projectiles that either damage Aloy or create '''permanent''' spires of ice obstacles, in a game where mobility is paramount. There is a strong argument to be made that Thunderjaws (level 30) are less dangerous than Shellsnappers.
773* FastTunnelling: Despite not looking like they should be diggers, they're capable of tunneling through the ground faster than Aloy can run.
774* FreezeRay: It has a quartet of Frost Blasters on its shell that it uses to fire short-range blasts of freezing liquid that can be detached and used by Aloy. It can also fire chunks of ice at Aloy and other foes out of its mouth as long as the Chillwater sack on its belly remains intact.
775* HoistByTheirOwnPetard: The Apex Shellsnapper is vulnerable to Frost damage, making it one of the few machines in the game that has a detachable weapon that deals an elemental type that the same machine is weak to. It's not necessarily easy to exploit that weakness, though, given how short the Frost Blaster's range is vs. how quick the Shellsnapper moves.
776* ThatsNoMoon: Shellsnappers frequently bury themselves with nothing exposed, looking like a small hill covered in low vegetation. Given that there are typically multiple such mounds in a Shellsnapper area, most of which will be harmless and that they don't show up on Aloy's focus while they're buried, they can be extremely hard to find before they attack.
777[[/folder]]
778
779[[folder:Slitherfang]]
780[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_slitherfang_1024x576.jpg]]
781
782A large combat-class machine that resembles a giant cobra.
783----
784* DegradedBoss: Inverted- instead of weaker versions appearing after it is introduced, the first Slitherfang you fight in the game has been weakened due to Aloy dropping a shuttle on it.
785* TheGreatSerpent: The Slitherfang is built to resemble a giant cobra.
786* ImpossiblyGracefulGiant: The Slitherfang is ''freakishly'' fast and agile. While other big machines like the Thunderjaw and Fireclaw can move swiftly in a straight line when they want to, the Slitherfang is capable of changing direction in an instant and its erratic movements make it exceptionally difficult to target specific locations.
787* LightningGun: It has a massive Shock Cannon in its tail that lets it fire ChainLightning blasts. It's also very fond of smacking Aloy with its tail if she's close enough.
788* MixAndMatchCritters: It combines the hood of a cobra with the tail rattle of a rattlesnake. It's also capable of constricting, though it very rarely relies on this as it has so many other weapons.
789* ThePowerOfTheSun: The Slitherfang lives in desert areas and can absorb sunlight through its cobra hood.
790* SuperSpit: Its primary offensive weapon is spraying blasts of acid from its fangs. This not only inflicts serious damage, it also temporarily weakens Aloy's armor. Alternatively, it can also fire [[FreezeRay Chillwater spray instead]].
791* WarmUpBoss: One Slitherfang serves as the last real obstacle between Aloy and Far Zenith's server building during the prologue.
792[[/folder]]
793
794[[folder:Slaughterspine]]
795
796HEPHAESTEUS' final creation. Resembles a Spinosaurus.
797-----
798* ArtisticLicensePaleontology: Downplayed since it's a machine but the Slaughterspine's appearance heavily deviates from its influence, using an outdated design and more akin to the dinosaur's depiction in ''Film/JurassicParkIII''. Namely, it has the legs of a common theropod when the actual Spinosaurus' legs are actually smaller than its body length. In addition, a new fossil discovery in 2020 suggests that Spinosaurus' tail has a saddle on it which allows it to propel through the water while swimming.
799* DramaticIrony: While a Slaughterspine can usually be found near a body of water, it cannot swim like its inspiration.
800* TheJuggernaut: Outsizes a Thunderjaw, and serves as HEPHAESTUS' final guardian.
801* MookHorrorShow: It's possible to override one and sic it on any nearby machines, but a better example would have to be [[spoiler:the attack on the Zenith base, where HEPHAESTUS is loosed by Beta into their systems, where it then uses their Machine Printer to crank out numerous Slaughterspines which plow through Specters and Zeniths with as much effort as swatting flies.]]
802* MickeyMousing: While charging its plasma nodes, the theme music switches to a section that consists of a shepard's tone, a sequence of notes that seem to go up indefinitely, creating tension as it prepares to enter its SuperMode.
803* {{Notzilla}}: The Slaughterspine's attack pattern can be compared to Franchise/{{Godzilla}}, more specifically, its incarnation in ''Film/ShinGodzilla'', such as shooting purple color beams from its mouth, tail, and sail/dorsal fins. Heck, one of its attacks is called Enraged Atomic Breath.
804* PlasmaCannon: The Slaughterspine is all about plasma projectile weaponry, sporting a scary amount of them all over. Many of them are even detachable (though usage against the Slaugherspine they were ripped from is not recommended since it's highly Plasma-resistant itself).
805* RayGun: It has a scary number of them on its back and tail that will take forever to clip, even with Tearblast Arrows.
806* SavageSpinosaurs: It is based on ''Spinosaurus aegyptiacus'' and is the strongest machine created by HEPHAESTEUS.
807* SpinosaurusVersusTRex: A clear upgrade on the T-Rex-inspired Thunderjaw, designed as a long-legged biped instead of the short-legged semi-aquatic form some now believe ''Spinosaurus'' to have had. In ''Burning Shores'', there is a site where a Slaughterspine and a Thunderjaw are close to each other and you can sic one of them to the other to reenact the iconic scene from ''Film/JurassicParkIII''.
808* SuperMode: If it charges up enough plasma using the nodes on its legs and torso, it can give ''all'' of its attacks a plasma boost, including melee.
809* SweepingLaserExplosion: Can do this with its lasers. By shooting into the ground it creates plasma traps that will explode outward, so even if Aloy dodges the initial blast she needs to keep running to avoid the later explosion.
810* WalkingArmory: It is just ''covered'' in guns.
811* WaveMotionGun: It can shoot a beam of plasma from its mouth that is arguably even more terrifying than a Thunderjaw's seeker mine attacks.
812[[/folder]]
813
814[[folder:Tremortusk]]
815[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_tremortusk_1024x576.jpg]]
816
817A heavy combat-class machine that resembles a four-tusked elephant or mammoth.
818----
819* AdvertisedExtra: The trailers and concept art seemingly indicates that the Tremortusk will be a GiantMook for the Tenakth rebels that Aloy will regularly have to face. In-game however, you fight and destroy exactly one Rebel Tremortusk and then they never appear again, with all other Rebel Tremortusks shown being destroyed in a cutscene by [[spoiler:Aloy's EMP bomb]], they don't even appear in Rebel Outposts or Camps with the only other GiantMook being fought is a Rebel Fireclaw in an outlying Rebel Outpust. In fact, they're not even an enemy you regularly face even when compared to other GiantMook machines as the only other time you're required to destroy a Tremortusk is during the "The Valley of the Fallen" sidequest where they're encountered alongside a Thunderjaw.
820* BadVibrations: It gets its name because the ground shakes with the force of its footsteps.
821* CruelElephant: A large and highly aggressive machine that looks like a four-tusked mammoth.
822* HomingProjectile: The Tremortusk's Shock Cannon's shot will home in on its target, though it's limited in how much it can adjust its course.
823* MightyGlacier: Fairly slow moving, but it's got thick armor and massive firepower.
824* {{Overheating}}: The Tremortusk's Salvo Cannons will overheat for a short time after a barrage.
825* NasalWeapon: It can spew flames out of its trunk like a flamethrower as long as the Blaze sack on its belly is intact.
826* PainfullySlowProjectile: The shots it fires from its Shock Cannons are so slow, Aloy can almost outrun them.
827* ShockwaveStomp: At close range it likes to slam one of its feet into the ground, sending out a surprisingly long-range electrical shockwave that damages Aloy if she doesn't jump over it.
828* WalkingArmory: Like the Thunderjaw, it's covered in weapons, mounting a pair of plasma cannons by its mouth, a powerful Shock Cannon on each shoulder, a flamethrower in the trunk, and four salvo cannons on its back. Plus its tusks.
829* WarElephants: An elephant-shaped machine built for combat, not resource collection or transportation.
830[[/folder]]
831
832!!Recon Class
833[[folder:Burrower]]
834[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horizon_forbidden_west_machines_burrower_1024x576.jpg]]
835
836A machine resembling a meerkat or otter that occupies pretty much the same role as Watchers did in ''Zero Dawn''. The Burrower has several upgrades over its predecessor, including the ability to dig through dirt to relocate itself or for protection, a ranged attack present on all models, and a sonic attack replacing the glare. Burrowers are also amphibious and can swim and pursue Aloy in water.
837----
838* BoomHeadshot: Like the Watcher before, it can be killed by a single shot in the eye. However its head's shape makes the shot marginally harder to achieve than on the Watcher.
839* DishingOutDirt: Will toss rocks at Alloy using its tail.
840* FragileSpeedster: One of the weakest of the machines. Despite their stumpy legs and low profiles, Burrowers can launch themselves like the Watchers did, and can also cross distances fast by burrowing.
841* TheGoomba: The first machine you'll encounter in the sequel, the easiest to kill, and the one with the most basic attack patterns. Despite having a lower profile than the Watcher and the ability to burrow, it can drop a variety of crafting parts and has an available weak point from practically any angle (unlike the Watcher's eye that can only be hit fron the front, or the sides if you're lucky), making it far easier to deal damage on.
842* MakeMeWannaShout: Has a powerful sonic attack that'll momentarily stun Aloy.
843* UndergroundMonkey: There are ''twelve'' different varieties of Burrower (six regular and six Apex), but the functional differences between them is negligible.
844[[/folder]]
845
846[[folder:Skydrifter]]
847A machine resembling an Archaeopteryx, the Skydrifter exists to counter stealth tactics. It scans tall grass for Aloy, alerts nearby machines. In combat is swoops down with fire kicks, and fires volleys of blades from its tail, while spraying anti-stealth goo on Aloy to keep her from hiding.
848----
849* EnemyDetectingRadar: The Skydrifter constantly scans tallgrass around it, and can spot Aloy hiding there. It can do so while both flying and landed.
850* MakeMeWannaShout: Can employ a stunning sound blast.
851* MidseasonUpgrade: They're basically everything Longlegs are, except they can fly and shoot mines from their tails.
852[[/folder]]
853
854!!Transport Class
855[[folder:Leaplasher]]
856A transport class machine resembling a kangaroo.
857----
858* BoxingKangaroo: The machine is a kangaroo that attacks with kicks.
859* EpicFlail: The Leaplasher can use an energy tether connected to a small ball of whatever it's transporting to attack Aloy. If Aloy gets too close, it can also grab her with the tether and sling her a considerable distance.
860* InterfaceScrew: Some can emit a pulse that shorts Aloy's focus, preventing her from scanning or tagging parts.
861* KillItWithWater: One of its main weaknesses is Purgewater.
862[[/folder]]
863
864[[folder:Rollerback]]
865A heavily-armored midweight transport class machine that resembles an armadillo, pangolin, or ankylosaur.
866----
867* AcidAttack: It has two acid cannisters on the underside of its tail that let it make long-range acid attacks.
868* BewareMyStingerTail: Its tail ends in an axe-shaped club that it uses for devastating physical attacks at close range.
869* GravityMaster: A gravity generator on its underside lets it pick up and reattach armor plates that get shot off by attack, making it particularly resistant to damage.
870* RollingAttack: It can curl up into a ball and roll along the ground at high speed using thrusters mounted on its back and tail, dealing both impact and fire damage. Alternatively, it can roll up and spin in place [[DishingOutDirt to bombard targets with dirt and rock]] from a distance.
871* ShoutOut: The way it spins in place and attacks by curling itself into a ball most of the time might bring to mind [[Franchise/SonicTheHedgehog Sonic's]] moveset.
872* StickySituation: It can spit globs of adhesive at Aloy, slowing her movement.
873[[/folder]]
874
875!!Far Zenith Machines
876[[folder:Specter]]
877A midweight attack drone that's a terrifying upgrade of the [=FAS-ACA3=] Scarab.
878----
879* CombatTentacles: The Specter's tail looks like this and can be used for a variety of attacks both in melee and at range.
880* ContrastingSequelAntagonist: The Specters heavily contrast to the Corruptors in the first game. Corruptors are machines made of metal, while Specters are machines made of nanites. While Corruptors are ancient machines who move in a crude gait, corrupt other machines and even exude poison, Specters are futuristic machines who move fluidly, but they lack the ability to corrupt other machines.
881* DeadlyLunge: Another part of their repertoire is leaping on you and extending blades to try and cut you in half.
882* GatlingGood: Uses a cloud of its nanites to form bullets that can tear apart rocks.
883* GravityMaster: Also has a gravity generator on its underside that lets it reattach any knocked-off armor plates so it's particularly resistant to damage.
884* HiveMind: Controlled by the Julius assistant AI, which is annoyingly peppy.
885* LightningBruiser: These squidlike machines are uncannily agile and can dart around an open space in an instant, deal tons of damage and can reform their armor when it's knocked off. The worst part? These are Far Zenith's ''{{Mooks}}'' that they can create with basically zero effort, so Aloy has to fight a few basically every time she encounters the Zeniths. Luckily, they are weak to plasma.
886* {{Nanomachines}}: Implicitly made up of miniature robots.
887* NewTechIsNotCheap: Part of what slows down the Zenith's plans is the need to collect and refine the resources needed to make these things.
888* PermanentlyMissableContent: They only show up in story missions, with the only exception to the rule being the sidequest The Valley of the Fallen/What Was Lost.[[note]]The name depends on whether you do the quest before or after the FinalBoss, they won't show up in the latter.[[/note]] This means that without the update that keeps the wreck of the one from "Cradle of Echoes" for Aloy to scan, you only have that many chances to scan one before you get locked out of the trophy for scanning at least one machine of every type.
889** Like the Specter Prime, it is also Averted with the latest update, where the game will give you the scan or simply scan an endlessly spawning Specter carcass right next to Ninmah Research Lab's entracnce.
890* PowerupLetdown: While they're fearsome machines whose capabilities generally outstrip those of the Corruptor, they appear to lack one feature that made the Faro Robots such a menace: the ability to quickly hack into other machines and turn them to their side. [[spoiler:This leaves them on the receiving end of a vicious CurbstompBattle when HEPHAESTUS starts using the Zeniths' own printers to pump out an army of Thunderjaws and Slaughterspines, a force that the Corruptor could have taken to use for itself.]]
891* ShapeshifterWeapon: It can reshape itself into cutting blades on its front or make a [[BewareMyStingerTail Stalker-esque stinger tail]] if needed.
892* StarfishRobots: Much more than Corruptors. They move and change like they're made of smoke rather than metal. Given that they're implied to be nanobots, it makes a large amount of sense.
893* WallCrawl: As if they aren't terrifying enough they run up walls like actual spiders and use them to shoot behind your cover.
894[[/folder]]
895
896[[folder:Specter Prime]]
897A heavyweight exoframe that serves as ''Forbidden West'''s FinalBoss.
898----
899* KingMook: Is this to the regular Specters; able to do everything they can only more and while cradling a pilot.
900* MiniMecha: The only functional example in the games, apart from a few fossil ones mentioned in datapoints. It's in the same weight class as Slaughterspines and Thunderjaws while carrying a person in perfect safety.
901* PermanentlyMissableContent: With the right weapons you can blaze through the final boss so you might not actually get the chance to scan it. Alternatively, ''you'' get destroyed and you'll forget to scan it again while following through on your strategy.
902** Averted with an update that gives you the scan regardless.
903* UniqueEnemy: Two-fold. All other machines are autonomous creations following their programming. This one is explicitly a MiniMecha and the only one you'll fight in the vanilla game.

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