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Characters / Horizon Zero Dawn Machines

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Synthetic animals populating the world of Horizon Zero Dawn.

Main Character Index | Tribes | Machines | The Old World

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    In General 
  • Animal Mecha: The machines resemble mammals, birds and even dinosaurs. Even the Corruptors look somewhat like scorpions.
  • Armless Biped: Most of the machines based off of non-avian theropods lack any forelimbs.
  • Attack Its Weak Point: How you kill a machine with a bow. Aiming for vulnerable points is the only way to inflict decent damage.
  • Colour-Coded for Your Convenience:
    • The lights on the robots change colour depending on their alertness level. Blue when they are passive, yellow when they are suspicious and red when they attack.
    • Machines tamed by Aloy gain blue circuitry, corrupted machines gain red circuitry.
  • The Corruption:
    • 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. It turns out to be HADES nanobots consuming biomass.
    • 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. 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.
  • Cyber Cyclops: Many of the machines have this kind of design, with a large central eye that glows different colors based on their awareness of you.
  • Deadly Lunge: 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.
  • Easily Detachable Robot Parts: 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.
  • Eating Machine:
    • 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.
    • Their predecessors, the machines that made up the Faro Plague, also 'ate' but were far less discerning and restrained.
  • Everything's Better with Dinosaurs: 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. 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.
  • Exactly What It Says on the Tin: Whoever came up with the names of the machines was a very descriptive person.
  • Glowing Eyes: Either they'll have a single glowing cyclops-like lens, or proper "eyes" so to speak.
  • Humongous Mecha:
    • 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.
    • Those spindly metal things embedded in the mountain at the northeast corner of the map? Yeah, that's a HORUS-class machine that dwarfs even the mountain it's stuck in.
  • The Juggernaut: 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.
  • Lead the Target: 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.
  • Mechanical Lifeforms: 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.
  • Mechanical Monster: Some of them, like the Thunderjaw, are even tougher than the ancient war machines that destroyed the world!
  • Rock Beats Laser: The machines have scanning 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 scanners that can find Aloy even in the tall grass, though they have to actively be looking for her first.
  • Super-Powered Robot Meter Maids: Even more peaceful grazing machines are equipped with rotor blades, chainsaws, and drills for self-defense. 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.
  • Trampled Underfoot: 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.


Machines that are at LEAST as tall as a five-story building (judging by nearby ruins), if not taller. Players have compared Tallnecks to giraffes or long-neck sauropods such as Brachiosaurus, Apatosaurus and Brontosaurus.

  • Army Scout: The Tallneck's purpose is meant to be a Walking the Earth communications hub; sending messages to other machines, and recording detailed maps of the area.
  • Gentle Giant: 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.
  • Impossibly Graceful Giant: For being a very, very large machine, the Tallnecks move as easily and daintily around the environment as ballerinas.
  • Trampled Underfoot: Tallnecks aren't aggressive. But they're also not about to stop or deviate from their path just because some tiny, squishable human happens to be in their way.


One 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).

  • Armless Biped: They largely resemble raptorial dinosaurs or ground birds with no forelimbs.
  • Blinded by the Light: Can set off a Glare Attack to temporarily stun the player.
  • Boom, Headshot!: All machines take increased damage from direct hits to their eyes, but a Watcher will die instantly when hit there, even by a Hunter's Arrow.
  • Fragile Speedster: One of the weakest of the machines. If the player isn't expecting them, though, Watchers can deal some damage before the player can get out of the way.
  • The Goomba: The first machine you'll encounter, the easiest to kill, and the one with the most basic attack patterns.

    Redeye Watcher

An upgraded version of the Watcher, it has heavier armor and replaces its glare attack with a laser.

  • Eye Beams: Fires a laser out of its eye instead of the Watcher's blinding Glare attack.
  • Midseason Upgrade: It's a moderately tougher Watcher with one new trick. It still falls from one Silent Strike, though.


One 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.

  • Cool Horse: Of the Mechanical Horse variety.
  • Cowardly Mooks: They will often flee if they see you rather than attack.
  • Horse of a Different Color: Aloy can override and take control of a Strider, riding it like a horse.
  • Mechanical Horse: Being a machine, Striders don't need the same care as a biological horse.
  • Only the Chosen May Ride: 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. Until Sylens follows in Aloy's footsteps by copying her trick thanks to having spied on her through her Focus all the time.


A generally docile machine that resembles a deer thanks to its antlers, its habit of grazing in packs, and its fleeing-from-hunters skills.

  • Chainsaw Good: It has circular saws for horns. Usually uses them to dig with, but it will employ them against Aloy if she gets too close.
  • Cowardly Mooks: A grazer will usually run if it sees you. Emphasis on usually; sometimes it will attack, often if you're not looking at it.
  • Made of Incendium: Hit the fuel tanks on their backs with a fire arrow, then sit back and wait — the Grazer will explode in a huge fireball, often catching other Grazers nearby and setting off an explosive chain reaction.


One 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.

  • Bad Vibrations: 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.
  • Cats Are Mean: It's basically a giant robotic tiger that really doesn't like you.
  • Crippling Overspecialization: With no ranged attacks whatsoever, Sawtooths are utterly ineffective and defenseless against enemies that attack from a position they can't reach in melee.
  • Lightning Bruiser: It's big, it hits like a truck, and moves like the wind.
  • Panthera Awesome: A robotic sabretooth cat and the first truly challenging machine Aloy comes up against.
  • Starts Stealthily, Ends Loudly: Fighting Sawtooths often leads to this.
  • Stealthy Colossus: For its size, it can be TERRIFYINGLY quiet.
  • Wake-Up Call Boss: 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.
  • Weak to Fire: 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.


A larger, more heavily armed and armored version of the Sawtooth.

  • Do Not Run with a Gun: 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.
  • Elite Mooks: Whenever a 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 Boss in Mook Clothing along as well.
  • From Bad to Worse: How Aloy sees them. Sawtooths are bad enough already, and a Ravager is basically a stronger Sawtooth with a big-ass energy cannon on its back.
  • Hoist by His Own Petard: The cannons on their backs can be forcibly removed and used to ravage them in return to devastating effect.
  • Lightning Bruiser: Being an upgrade to the Sawtooth, Ravagers are just as fast and even more powerful, especially because they can also wreck you at range.
  • Mid-Season Upgrade: 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 bellys like baseline Sawtooths, and are also still burdened with an overall body weakness to fire.
  • More Dakka: 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.
  • Powerful, but Inaccurate: 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 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.
  • Shoulder Cannon: Their signature cannon is mounted on their upper back between what would be their shoulder blades, if they had such a thing.


A machine that resembles an antelope.


A machine similar to a hermit crab, carrying cargo where a hermit crab's shell would be.

  • Beehive Barrier: It can generate energy shields directly in front of them.
  • Giant Enemy Crab: Very fixated on their shell.
  • Lightning Gun: It can fire lightning balls from one of its arms, which combined with its shield makes it a surprisingly dangerous foe if faced head on.
  • Punch-Clock Villain: It's basically just a walking freight container, but it will fight fiercely to defend its cargo if provoked.


A 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.

  • 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.
  • Armless Biped: Bellowbacks, unlike the theropods they otherwise resemble, have no arms.
  • Elemental Rock–Paper–Scissors: The Fire variants resist Fire and are weak to Freeze, while the Freeze variant resists Freeze and is weak to Fire.
  • Fire-Breathing Weapon: The fire variants use fire attacks as their primary offensive power.
  • Flamethrower Backfire: 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.
  • Freeze Ray: The ice variants use ice attacks as their primary offensive power.
  • Made of Explodium: 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.
  • Mix-and-Match Critter: It appears vaguely theropod-like, but unlike the other wild machines it doesn't appear to have just one real world analogue. Though, it most heavily resembles an armless Spinosaurus.


A 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).

  • Breath Weapon: Fires a rapid-fire plasma cannon of sorts 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.
  • Disaster Scavengers: 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.
  • Giggling Villain: They tend to emit a noise that sounds like laughter. Fitting for their hyena-like nature.
  • Guns Are Worthless: 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.
  • One-Hit Kill: 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.
  • Starter Villain: As the only aggressive machine in the Embrace (Watchers don't count), Scrappers are the only thing resembling a threat until Aloy encounters her first Sawtooth.
  • Those Two Bad Guys: Very frequently found with Watchers.


A machine with the horns of a bull. Can be ridden like a horse.


A machine that resembles a large rooster, or possibly a feathered dinosaur like an Oviraptor.

  • Blown Across the Room: 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.
  • Enemy Summoner: It has an 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).
  • Kill It with Fire: Longlegs have the ability to send out jets of flame when landing from a stomp attack.
  • Make Me Wanna Shout: Capable of delivering powerful sonic scream that damages you and sends you flying.

A machine that resembles an oversized bighorn sheep. Like the Strider and Broadhead, it can be ridden.
  • Animal Stampede: 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.
  • Chainsaw Good: Chargers have chainsaws built into their horns.
  • Hair-Trigger Temper: Unlike the other two ridable machines, Chargers are inherently aggressive and will attack instead of flee at the slightest provocation, which includes coming vaguely near them.
  • Horn Attack: One of its attacks is to paw the ground, then charge forward at high speed in order to slam you with its horns.
  • Horse of a Different Color: A charger can be overridden and used as a mount.


A machine that resembles a member of the Crocodylidae family (crocodile, alligators, caimans).

  • Deadly Lunge: 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.
  • Kill It with Ice: They're not just deadly up close, get far enough and they'll start spitting out chunks of ice.
  • Never Smile at a Crocodile: 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.
  • Reptiles Are Abhorrent: They're based on reptilian animals and are hostile and powerful.
  • Weak to Fire: 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.


A cougar-like machine with a cloaking device, long-range lasers, and proximity mines.

  • Artificial Brilliance: 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.
  • Cold Sniper: The gun on its back deals high damage, has huge range and pinpoint accuracy. Even worse, Stalkers are very adept at leading their target, which makes evading their fire anything but trivial.
  • Expy: A stealthy, heavily armed robot cat. Sounds a lot like Ravage.
  • Flare Gun: 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.
  • Glass Cannon: 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.
  • Hell Is That Noise: 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.
  • Hoist by Their Own Petard: 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.
  • Interface Screw: 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. can still track them by eye, however, if you look carefully enough.
  • Invisibility Flicker: Right after it cloaks or when it's about to fire.
  • Lean and Mean: Stalkers have a very lean build that borders on skeletal, and they're one of the meanest machines one can come across.
  • Paranoia Fuel: Both In-Universe 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.
  • Red and Black and Evil All Over: Unlike all other machines, Stalker armor is black instead of white, which combined with their red optics gives them a very menacing look.
  • Stealth Expert: Very elusive and difficult to keep track of, especially in the midst of combat.
  • Stuff Blowing Up: 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.
  • Tail Slap: 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.
  • Visible Invisibility: Predator-style. You can see them distorting light if you look close enough.


A large machine that looks like a bird of prey. Its electricity attacks channels the mythical Thunderbird.

  • Chest Blaster: Most of its shock attacks originate from the Lightning Gun mounted in its chest. Destroying it deprives the Stormbird of its ranged elemental attacks.
  • The Computer Is a Cheating Bastard: 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.
  • Crippling Overspecialization: Stormbirds have physical attacks, but they overwhelmingly rely on their electrical attacks that are easily countered with potions or an upgraded Oseram Sparkworker armor.
  • Cybernetic Mythical Beast: While arguably just an oversized mechanical avian its frequent use of lightning brings to mind the Thunder Bird, qualifying it for this trope.
  • Death from Above: 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.
  • Flying Brick: 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.
  • Giant Flyer: It's a big bird.
  • Instant Thunder: Causes thunder whenever it uses its Lightning Gun.
  • Make Me Wanna Shout: 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.
  • Roc Birds: With their wingspan rivaling that of a small plane, Stormbirds may well have been inspired by the ancient legend of the Roc.
  • Shock and Awe: What was originally purposed as an atmospheric ionizer for biosphere cleanup has been fashioned into a lightning weapon.
  • Tail Slap: When grounded, it can spin around and strike hunters with a whip-like weapon normally concealed under its tail "feathers".
  • Thunderbird: Being a giant bird-like machine whose main weapon is a powerful Lightning Gun, it's not hard to associate it with the mythical Thunderbird.


A giant machine that resembles a Tyrannosaurus rex.

  • Bad Vibrations: Its thunderous footsteps should give you ample warning of a Thunderjaw's presence in the general area.
  • Crosshair Aware: 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.
  • Death from Above: The two disc launchers on its back are essentially mortars it uses to rain down explosive death over a large area.
  • Armless Biped: Thunderjaws lack even a tyrannosaur's stubby arms, possessing only a pair of powerful legs.
  • Breath Weapon: 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.
  • Humongous Mecha: The biggest machine wandering the wilds.
  • The Juggernaut: 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.
  • Lightning Bruiser: Despite its size, it will run you down with ease.
  • Mascot Mook: 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 Gameplay and Story Segregation 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 farnote , demonstrating how much effort the team put into making the Thunderjaw the game's most iconic opponent.
  • Recursive Ammo: 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.
  • Removable Turret Gun: 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.
  • Tail Slap: It's a bad idea to be behind these things when they're aware you're around.
  • Walking Armory: Yeh 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.


The only named Thunderjaw and general machine in the story, and for good reason.

  • Arc Villain: Of the Hunting Lodge sidequests, in a sense.
  • Dented Iron: The years have truly been harsh for this machine, as can be evidenced by the many spears and missing armour plates on its chassis.
  • The Dreaded: 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.


A burrowing machine that resembles a giant mole or burrowing lizard.

  • Attack Its Weak Point: It has a heat-venting port on its back. Damaging it will inflict extra harm on the machine. In addition, using Tearblast arrows on its four flippers will render it incapable of tunneling underground (it can still use a dash attack if necessary, though). It also has two Fuel Sacs on its belly that you can blow up to damage it and set it on fire.
  • Dishing Out Dirt: Can attack at long range by hurling boulders at you.
  • Fast Tunnelling: Fast enough it can outrun you while underground.
  • Lamprey Mouth: Its mouth is a collection of circular rock grinders.
  • Sand Worm: Of the land shark variety.
  • Worm Sign: Rockbreakers throw up small rocks whenever they move underground.


A machine that resembles a giant bison.

  • Brutish Bulls: It looks like an oversized bison or buffalo and is highly aggressive.
  • Crippling Overspecialization: Tramplers are limited to melee-range attacks, unlike other machines of their size and power they have no ranged weaponry at all. If Aloy can get to a place they can't reach, such as a high rock pile, she can snipe them with impunity.
  • Foe-Tossing Charge: Its primary attack is to charge forward and attempt to gore you, which will send you flying if it connects.
  • Groin Attack: 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.
  • Ground Punch: One of its attacks is to slam the ground, sending out flames.
  • Kill It with Fire: Carry tanks of Blaze on their bellies, which will ignite everything in the immediate area when ruptured, including them.


A massive transport-type machine that resembles a rhinoceros.

  • Bullfight Boss: It has several weak points assailable from the front. It also charges at its opponents at a 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.
  • Dishing Out Dirt: Uses its gravity generators to pick up and hurl boulders at you and can also lower its head and use its grinder-like jaws to spray dirt and rock out.
  • Gravity Master: Has gravity generators that it uses to fling huge boulders at Aloy as its primary ranged attack.
  • Lightning Bruiser: Yeah, this thing is scary-quick for its size.
  • Shockwave Stomp: Its other main attack, once the distance has been closed.


Like Scrappers, these machines are scavengers, only of the flying kind (like a vulture).

  • Death from Above: They'll swoop down on you from above, slashing with their talons.
  • Kill It with Ice: They rain ice attacks down on you.
  • Non-Indicative Name: 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.
  • Weak to Fire: Flame damage is especially good against them.
  • Zerg Rush: Individual Glinthawks aren't much of a threat, but they never come alone, and a flock of them can be very dangerous indeed.

One 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.
  • Achilles' Heel: Destroying the armored power pack on their lower back deals massive damage to the Scorcher, making this part a prime target for a triple-arrow Alpha Strike from stealth.
  • Beef Gate: You want to enter "The Frozen Wilds"? You got to beat this guy first.
  • Boss in Mook Clothing: As the first machine of the wilds, it's obvious that they'd be on par with the Thunderjaw if not moreso.
  • Canis Major: They're built like massive wolves and are some of the more dangerous enemies in the game.
  • Deadly Lunge: 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.
  • Dungeon Bypass: 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.
  • Heinous Hyena: They resemble hyenas and are extremely dangerous.
  • Land Mine Goes "Click!": 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.
  • Lightning Bruiser: 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.
  • Playing with Fire: 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.
  • Stuff Blowing Up: 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.

A type of machine found in the Cut, it resembles a grizzly bear.
  • An Ice Person: They frequently use ice attacks.
  • Bears Are Bad News: Based on grizzly bears and the strongest regular machine you'll find roaming the Cut.
  • Chest Blaster: Can shoot a hail of ice fragments from its chest over a remarkable distance.
  • Dishing Out Dirt: 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.
  • Freeze Ray: Can attack at long range by slamming the ground and causing a line of ice spikes to erupt from it.
  • Giant Foot of Stomping: How the first Frostclaw is introduced.
  • Ground Punch: Attacks the ground to cause long-range ice attacks.
  • Lightning Bruiser: They move extremely quickly for their size and can be very difficult to hit.
  • No-Sell: Frostclaws have a special move that allows them to neutralize Ropecaster shots, making them extremely difficult to tie down, and even if it does work, it won't help you much.
  • Shoot the Bullet: 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.
  • Wrestler in All of Us: 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.

An experimental prototype alternative model of Frostclaws powered by magma. Mostly the same as Frostclaws, but stronger, faster, and uses fire attacks instead of frost.
  • Bear Hug: At close range, it will sometimes grab you and crush you with its powerful forearms.
  • Bears Are Bad News: Somehow even worse than Frostclaws.
  • Bonus Boss: 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.
  • Chest Blaster: Can shoot a close-range flame blast from its chest.
  • Cycle of Hurting: 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 Story.
  • Dishing Out Dirt: If its long-range fire attacks are disabled, it will start ripping boulders out of the ground and throwing them at Aloy.
  • Dual Boss: 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.)
  • Ground Punch: Can slam the ground to cause small volcanoes to erupt and shower the area with lava.
  • Incendiary Exponent: Like a Frostclaw... except even nastier because it's on fire.
  • Lightning Bruiser: Much like their icy predecessors, but even moreso.
  • Luckily, My Shield Will Protect Me: 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 hurls at you.
  • Killer Robot: 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.
  • Made of Iron: This beast is ridiculously tough. Even if you shoot off all its armor, destroying its few weak points remains a considerable challenge regardless. 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.
  • Ninja Pirate Zombie Robot: Fiery killer robot bear.
  • No-Sell:
    • 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.
    • 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.
  • Palette Swap: 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.
  • Playing with Fire: Like their name suggests, they're Frostclaws that attack with fire instead of ice.
  • Shmuck Bait: 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.
  • Shoot the Bullet: Similar to Frostclaws, only with lava balls instead of ice chunks.
  • Super Prototype: They're an attempt to improve on the mass-produced Frostclaw robot model and the closest so far to become the ultimate "Hunter Killers" in accordance with HEPHAESTUS' will of Kill All Humans.

    Corruptor/FAS-ACA 3 Scarab

Highly 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.

  • Assist Character: Their original function was that of an agile scout and support unit that gathered resources, served as a Combat Medic 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 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.
  • Combat Tentacles: The Corruptor's long segmented tail looks very tentacly and can be used for a variety of attacks both in melee and at range.
  • Dishing Out Dirt: 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.
  • Evil Smells Bad: 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. 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.
  • Lightning Bruiser: 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.
  • More Dakka: They pack significantly more punch than most of the machines you meet. It's because they were designed as an actual weapon first, rather than just have armaments for secondary purpose.
  • Older Than They Look: Unlike the other machines, Corruptors (and Deathbringers) are relics of the Old Ones' past.
  • 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.
  • Poisonous Person: 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.
  • Spider Tank: With more moves from the spider than from the tank. Packs a punch of the latter, however.
  • Starfish Robots: The Corruptors somewhat resemble mechanical spiders or scorpions, but in an abstracted way, not strongly animalistic like most of the other machines, and they are far more aggressive. 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.
  • Villain Override: 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.
  • Wakeup Call Boss: 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 the Old World's Chariot line of Killer Robots.
  • Weak to Fire: Apparently, 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, so it tends to come across as a mercy from the devs to give this beast some weakness at least.

    Deathbringer/FAS-FSP 5 Khopesh

Deadly machines that pack a ton of weapons and firepower.

  • Advancing Boss of Doom: The Final Battle contains a lengthy Hold the Line 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.
  • Attack Its Weak Point: 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.
  • Crosshair Aware: 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.
  • Fake Ultimate Mook: Despite its size, firepower and 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 charge, and most of its attacks are easy to dodge.
  • Final Boss: A beefed-up but otherwise normal Deathbringer serves as the last obstacle Aloy has to overcome in the final main story mission. Unlike the preceding ones, this battle is 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.
  • Kill It with Fire: 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.
  • Long-Range Fighter: 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.
  • Macross Missile Massacre: 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.
  • Meaningful Name: A Khopesh was a weapon used in ancient Egypt, resembling something between a sword and a scythe. Fitting for the front-line fighter machine in the Chariot product line.
  • Mighty Glacier: 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.
  • More Dakka: 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. Similar to the Corruptor, the Deathbringer was designed as a weapon first, for use in fighting wars during the mid-21st century.
  • Nonstandard Character Design: The only machine that does not look even slightly animalistic, looking like something out of MechWarrior instead, or maybe something that could be built in the 21st century. There's a reason for this.
  • No-Sell: Deathbringers cannot be tied down with the Ropecaster, period.
  • Older Than They Look: As with the Corruptors, Deathbringers are relics of the Old Ones' past.
  • 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.
  • Spider Tank: Much tankier than the Corruptors. Their massive size and firepower make them equivalent to a modern main battle tank.
  • Stationary Boss: 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 in mint condition, as are all others that follow. Amusingly, Deathbringers are so slow that it hardly makes a difference whether they move or not.
    Aloy: Another Khopesh! And this one can move!
  • Stuff Blowing Up: It'd be easier to list the few Deathbringer weapons that don't fire explosive munitionsnote .
  • Trampled Underfoot: As unlikely as it is, but a Deathbringer can actually trample you to death if you're dumb enough to get that close.
  • Weak to Fire: 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.

    Metal Devil/Titan/FAS-BOR 7 Horus

Huge machines that were designed to produce and lead hordes of Deathbringer and Corruptor armies in war.

  • Big Creepy-Crawlies: They look like really, really, really huge insect/arachnid/crustacean hybrids. With tentacles.
  • Combat Tentacles: 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.
  • The Dreaded: Hearing accounts of the Old Ones who 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.
  • Eating Machine: Plants, animals, people...
  • Giant Squid: Resembles a combination of a squid, a shrimp, and a Reaper.
  • Hive Queen: 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.
  • Hobbling the Giant: If the 3rd MRB's 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.
  • Humongous Mecha: With emphasis on the "humongous" part. The few we see ruins of are more comparable in size to mountains. Without the tentacles they're three hundred 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 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.
  • Instant-Win Condition: 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.
  • It Can Think: Downplayed — they are never seen to speak, for example — but in recordings the Old Ones mention that they learn from every battle. Between this, their size, their ability to multiply exponentially, and how as a byproduct of the above they began terraforming, it's no wonder that they were so dreaded.
  • The Juggernaut: Even if someone managed to hold off a Chariot swarm's Scarabs and Khopeshs, stopping a Horus was another matter entirely. During Operation: Enduring Victory, 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.
  • Meaningful Name: The largest and most dangerous machine is named after the Egyptian god of war. 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.
  • Mother of a Thousand Young: They can produce other Faro machines. The first intact Deathbringer Aloy fights is extracted by Eclipse from the remains of a Metal Devil.
  • Older Than They Look: Like Corruptors and Deathbringers, Metal Devils date back to the time of the Old Ones.
  • Passed in Their Sleep: Like the two entries above, 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 permanently. Or 'permanently'. They don't respond to 'food' anymore, but new codes can wake the Corruptors and Deathbringers, and presumably the Horus Titans as well.
  • Spider Tank: 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.
  • The Unfought: While we see the remains of three littered around the landscape, Aloy never has to fight a functioning one.


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