The farming planet in Scrap Mechanic is crawling with rogue machines, and they get meaner the deeper you push into Survival. Early on you shrug off little Totebots with a sledgehammer. By the time you are drilling underground, you are dodging boss-tier robots that eat hundreds of Spud Gun rounds. Knowing what each one does, where it shows up, and what actually kills it is the difference between a clean warehouse run and a wiped base.
Quick answer: Melee-only Totebots die to two Sledgehammer hits, but everything from the Haybot upward needs a Spud Gun, Spud Shotgun, or Spud Launcher. Farmbots and bosses are immune to melee, so never approach them without a ranged weapon and Revival Burgers.
Every Scrap Mechanic enemy at a threat level
Robots spawn during raids and naturally around the world. They break blocks with each hit, attack players and animals, and alert every robot within 20 meters once they lock onto you. Here is the full roster sorted by how much trouble each one causes.
| Enemy | Tier | HP | Where it appears | Best counter |
|---|---|---|---|---|
| Green Totebot | Trivial | 60 | Daytime raids, all biomes | Sledgehammer (2 hits) |
| Yellow Totebot | Trivial | 80 | Warehouse outskirts | Jump the stomp, Spud Gun |
| Blue Totebot | Trivial | 60 | Coastal ruins, entrance pools | Side-step, Connad at range |
| Haybot | Trivial | 100 | Open fields, near roads | Spud Gun, Spud Launcher |
| Blue Tapebot | Standard | 40 | Warehouses, late raids | Spud Shotgun |
| Green Tapebot | Standard | 40 | Grow Labs, desert warehouses | Spud Shotgun burst |
| Yellow Tapebot | Standard | 40 | Warehouse rooftops | Spud Launcher from cover |
| Red Totebot | Standard | 40 | Ruins, rebalanced raids | Ranged only, never melee |
| Farmbot | Elite | 1600 | Surface, all biomes | ~58 Spud Gun shots |
| Cablebot | Elite | 10 | Underground | Connad at range |
| Minerbot | Boss | 140 | Underground caverns | Spud Shotgun on dives |
| Trash Bot | Boss | Multi-phase | Warehouse rooftops | Loaded Spud arsenal |
| Final Boss | Boss | Immortal until weakened | Underground final arena | Spud Gun bunker |
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Add to Google Preferences →Tier 1 robots: Totebots and the Haybot
Totebots are the smallest robots and the first you will meet. They walk on six legs and have a long wire trailing from their heads. There are four color variants, and only the Red one climbs into a higher threat tier. The green model drops a Circuit Board every time and has a chance at a Totebot Head.

- Green Totebot — 60 HP, melee only, spawns in daytime raids across every biome. Two Sledgehammer hits finish it.
- Yellow Totebot — 80 HP, uses an autonomous power-trowel stomp that flattens players and small vehicles. Jump the telegraph, hit it with a Spud Gun from higher ground, and stay out of the shadow under its feet.
- Blue Totebot — 60 HP, charges with a torpedo lunge that is fast on land and in shallow water. Side-step the lunge and fight it on dry ground, since knee-deep water is where it moves quickest.
The Haybot is the next step up. It carries a garden rake, walks on two legs, and lobs hay bales for 25 damage each. With 100 HP it hits harder than a Totebot but still goes down fast to any Spud weapon. Like Totebots, Haybots hesitate around saws and drills, so running power tools can buy you a moment before they commit to an attack.

Tier 2 robots: Tapebots and the Red Totebot
Tapebots only have 40 HP, but their sniper-range shots do more than 60 damage. A single one is manageable. A pack of them will shred you before you close the distance, so use walls with windows and take them out from cover. Three body variants exist.
- Blue Tapebot — long-range sniper shot for 60+ damage, found in warehouses and late-game raids. A Spud Shotgun takes three body shots or one headshot.
- Green Tapebot — fires weaponized bubble wrap that slows you and deals chip damage over time. Rush it before the wrap stacks and keep Revival Burgers ready if you get slowed.
- Yellow Tapebot — sprays sorting ink that damages and heavily slows anything it covers. Strafe perpendicular to the spray, hide behind metal walls that block the ink, and answer with a Spud Launcher.
The Red Totebot shares the tier despite its family. It also has 40 HP, but its head canisters explode on contact, so melee is a trap. Use ranged weapons only and clear it before you open any nearby loot crates.
Tier 3 elites: Farmbot and Cablebot
The Farmbot is the game’s classic mini-boss and the enemy that ends your reliance on the Sledgehammer. It has a massive 1,600 HP, is completely immune to melee, and smashes through rocks and trees while chasing you. It can even walk or swim underwater. Plan on landing roughly 58 Spud Gun shots, or close the gap with a Spud Shotgun. Downing one is worth it, since it drops a Warehouse Key.
The Cablebot looks harmless with just 10 HP, but it earns its tier by swarming in huge numbers underground in the Drilling Thunder areas. Its shock latch disables vehicle engines and drains connected batteries. Hit it with a Connad from range and dismount before the latch connects. If one does latch on, cut power with the Connect Tool or abandon the rig, because the drain continues until the Cablebot is dead.
Tier 4 bosses: Minerbot, Trash Bot, and the Final Boss
The underground and rooftop bosses are where fights turn into set pieces. Bring a stocked arsenal and a defensible structure to each one.
The Minerbot is the first major boss, found deep underground near the Quest 8 arena and ore-rich caves. It flies, sprays rocks, swarms in groups, and rams the largest metal object it can find. Its 140 HP is low for a boss, so punish it with a Spud Shotgun as it dives, shelter under an enclosed bunker roof, and hit it with a Plasma Drill during its ram stagger.

The Trash Bot sits on warehouse rooftops and is the second-toughest enemy in the game. It has no single health bar, cycling through phases with a wide range of attacks you have to dodge. Come prepared with a Spud Gun holding more than 100 shots, a Spud Shotgun, a Spudling Gun, at least four Revival Burgers, and anything else you can carry.

The Final Boss waits at the deepest point of the underground world and only unlocks after you complete the full 1.0 questline. It stays immortal until you weaken it. The community-tested approach is to build a circular bunker lined with Spud Guns and set it up firing in every direction around the boss.
Progression through these robots mirrors your weapon upgrades. Totebots and Haybots teach you to fight, Tapebots force you to use cover, Farmbots gate the Warehouse Keys, and the underground bosses cap off the 1.0 story. Match the counter to the color and the tier, keep a ranged weapon in hand, and no robot on the farming planet stays a problem for long.






