Scarecrow is a Mythic + Guardian Champion who does Spiritual damage. Scarecrow is best used in PvP.
They can be obtained in The Bleed (Limited).
You should focus on the following transmutes for Scarecrow: HP, Energy Gain Bonus, S DEF.
Scarecrow was the best tank in the game until early 2026, when his kit was gutted due to how overpowered his stun mechanic was at the beginning of fights. They went further, though, and made him very good against physical damage, but a joke against spiritual damage. He's still usable, as he's required for LOD in PvP and he's still decent with Arkham.
Strategy Guide
Scarecrow weakens enemies with stacks of [Fear], reducing their physical damage while permanently boosting his own Attack and Physical Defense. A Guardian Champion who just gets stronger as the battle goes on.
Recommended Stats
Spiritual AMPEffect ACCHP
Best For
Meta BrawlStrategic ChallengeTraining SimulatorAnti-Crime Network
Scarecrow's signature gear. After casting a skill or the Ultimate, Attack and Physical Defense are permanently increased, stacking up to a cap. Also increases Physical Resistance. The Ultimate has a fixed chance to inflict [Mental Breakdown], incapacitating the target for a set duration.
Increases all allies' Attack at the start of battle. Scarecrow grants a bonus to allies at the start of battle, and with the Gabriel Horn, he can quickly secure an advantage for the squad.
Increases HP and Dodge. Scarecrow needs to stay in the front row to keep building [Scare] stacks, and strong survivability ensures he lasts long enough for the stacks to reach their maximum and trigger control.
Increases HP and Attack. Scarecrow gains damage reduction upon casting his Ultimate, and the Attack bonus makes his spiritual damage skills more threatening.
Abilities unlock from 1 star and gain an upgrade at every rank —White, Blue, Purple, Yellow, Red. The star each ability upgrades on is shown on its card.
★1
Ultimate
The Scent of Fear
Scarecrow turns into a towering phantom, dealing spiritual damage equal to ★360%★480%★600%★780%★840% of his Attack to enemies in a circular area and inflicting 1 stack(s) of Fear. Fear: Reduces physical damage dealt by ★20%★25%★30%★35%★40%, stacking up to 3 time(s) and lasting 20s.
★2
Skill 1
Terror Strike
Scarecrow intimidates enemies in a fan-shaped area, dealing spiritual damage equal to ★240%★300%★360%★420%★480% of his Attack and inflicting 1 stack(s) of Fear.
Multiversal Force Enhancement
Terror Strike - Enhanced
Reduces cooldown of Terror Strike by 0.4/0.8/1.2/1.6/2s.
★3
Global Skill
Frightener
Increases all Champions' S. DEF by ★2%★4%★6%★8%★10%, and Guardian Champions' HP by ★1%★2%★3%★4%★5%.
★4
Skill 2
Haunting Visions
Every time Scarecrow inflicts Fear, he gains a permanent ★2%★4%★6%★8%★10% Attack Up and ★2%★4%★6%★8%★10% Physical Defense Up for each stack inflicted, stacking up to ★20★40★60★80★100 time(s).
Multiversal Force Enhancement
Haunting Visions - Enhanced
Scarecrow's Physical Defense increases by 5/10/15/20/25%.
★5
Skill 3
Growing Terror
Increases Scarecrow's Max HP by ★10%★15%★20%★25%★30%. After the start of battle, every 6s, all Arkham's Most Wanted allies gain Physical Defense equal to ★12%★15%★18%★21%★24% of Scarecrow's base Physical Defense, stacking up to ★60%★75%★90%★105%★120%.
Multiversal Force Enhancement
Growing Terror - Enhanced
Scarecrow's HP increases by 2.5/5/7.5/10/12.5%.
Stat Calculator
Set the level, stars and Force talents on their own; the totals combine all three the way the game does: stars multiply the level stat, then Force % bonuses and base skin bonuses multiply that, then flat Force bonuses are added.
Level 1Stars 0★Force 0 / 55Base skins 0 / 7
HP3,375
Level 1
3,375
Stars +0%
+0
Force
+0
Base skins +0%
+0
ATK160
Level 1
160
Stars +0%
+0
Force
+0
Base skins +0%
+0
P. DEF55
Level 1
55
Stars +0%
+0
Force
+0
Base skins +0%
+0
S. DEF55
Level 1
55
Stars +0%
+0
Force
+0
Base skins +0%
+0
Level
Level 1 / 700
Stars
Unlocked
Reaching Unlocked
No star bonus yet. Each star from here adds to HP, ATK and both DEFs.
Total from stars
HP +0%ATK +0%P. DEF +0%S. DEF +0%
Mythic+ champions use the game's stronger star table: HP and ATK rise faster from Purple on.
What every star adds
Star
HP
ATK
P. DEF
S. DEF
Also unlocks
1★ White
+5% (5%)
+5% (5%)
+3% (3%)
+3% (3%)
—
2★ White
+5% (10%)
+5% (10%)
+3% (6%)
+3% (6%)
—
3★ White
+5% (15%)
+5% (15%)
+3% (9%)
+3% (9%)
—
4★ White
+5% (20%)
+5% (20%)
+3% (12%)
+3% (12%)
—
5★ White
+5% (25%)
+5% (25%)
+3% (15%)
+3% (15%)
—
1★ Blue
+5% (30%)
+5% (30%)
+3% (18%)
+3% (18%)
The Scent of Fear Lv 2, Lore 2
2★ Blue
+5% (35%)
+5% (35%)
+3% (21%)
+3% (21%)
Terror Strike Lv 2
3★ Blue
+5% (40%)
+5% (40%)
+3% (24%)
+3% (24%)
—
4★ Blue
+5% (45%)
+5% (45%)
+3% (27%)
+3% (27%)
Haunting Visions Lv 2
5★ Blue
+5% (50%)
+5% (50%)
+3% (30%)
+3% (30%)
Growing Terror Lv 2
1★ Purple
+8% (58%)
+8% (58%)
+3% (33%)
+3% (33%)
The Scent of Fear Lv 3, Lore 3
2★ Purple
+8% (66%)
+8% (66%)
+3% (36%)
+3% (36%)
Terror Strike Lv 3
3★ Purple
+8% (74%)
+8% (74%)
+3% (39%)
+3% (39%)
—
4★ Purple
+8% (82%)
+8% (82%)
+3% (42%)
+3% (42%)
Haunting Visions Lv 3
5★ Purple
+8% (90%)
+8% (90%)
+3% (45%)
+3% (45%)
Growing Terror Lv 3
1★ Yellow
+8% (98%)
+8% (98%)
+3% (48%)
+3% (48%)
The Scent of Fear Lv 4, Lore 4
2★ Yellow
+8% (106%)
+8% (106%)
+3% (51%)
+3% (51%)
Terror Strike Lv 4
3★ Yellow
+8% (114%)
+8% (114%)
+3% (54%)
+3% (54%)
—
4★ Yellow
+8% (122%)
+8% (122%)
+3% (57%)
+3% (57%)
Haunting Visions Lv 4
5★ Yellow
+8% (130%)
+8% (130%)
+3% (60%)
+3% (60%)
Growing Terror Lv 4
1★ Red
+8% (138%)
+8% (138%)
+3% (63%)
+3% (63%)
The Scent of Fear Lv 5, Lore 5
2★ Red
+8% (146%)
+8% (146%)
+3% (66%)
+3% (66%)
Terror Strike Lv 5
3★ Red
+8% (154%)
+8% (154%)
+3% (69%)
+3% (69%)
—
4★ Red
+8% (162%)
+8% (162%)
+3% (72%)
+3% (72%)
Haunting Visions Lv 5
5★ Red
+8% (170%)
+8% (170%)
+3% (75%)
+3% (75%)
Growing Terror Lv 5, Lore 6
Each row is what that star adds; the total so far is in brackets. Tap a row to set the slider.
Base Skins
Tap each base skin you own: its owned bonus applies to every champion. Then pick the one your base has equipped to add its equipped bonus. Your picks are saved in this browser and shared with the Base Skins page.
No base skins picked. Tap the ones you own.
Force Talents
Max every talent: 2,03010,150,000
From Force at these levels
Every talent is at 0. Slide one up to see what it adds.
Cost of these levels: 00
1Crit DMG RES BoostMax: +18% Crit DMG RES0/5
2Haunting Visions - EnhancedMultiversal Force Enhancement0/5
3Growing Terror - EnhancedMultiversal Force Enhancement0/5
4ATK BoostMax: +680 ATK0/5
5HP BoostMax: +18460 HP0/5
6Effect ACC BoostMax: +10% Effect ACC0/5
7P. DEF (%) BoostMax: +20% P. DEF0/5
8HP (%) BoostMax: +10% HP0/5
9ATK BoostMax: +680 ATK0/5
10HP BoostMax: +18460 HP0/5
11Terror Strike - EnhancedMultiversal Force Enhancement · skill effect, not in the stat totals0/5
Before gear, legacy pieces, Global Skills, team bonuses and in-battle buffs. Enhanced talents count only when they are a plain stat boost.
Lore
Abused and bullied as a child, Jonathan Crane became obsessed with mastering fear instead of letting it master him. He became a psychologist at Arkham Asylum, studying its inmates. He also took a position as a university professor and was soon recognized as the world's foremost expert on fear. Ultimately, he developed a hallucinogenic "fear toxin" with which to terrorize the society that had tormented him as a boy. He created the identity of the Scarecrow as a frightening alter ego. Unlike other Gotham criminals, Scarecrow had little interest in money, instead delighting in the terror his victims felt. However, Batman put an end to Crane's reign of terror, and he ended up incarcerated in the same Arkham Asylum where he once practiced.
Scarecrow returned to plague Gotham and Batman numerous times, refining his fear toxin into various delivery systems, including gas, injectable serum, and a gel absorbed through the skin. His greatest weapon is his encyclopedic knowledge of fear and the human psyche. He has been known to drive people insane just by speaking to them for a short time. He can refine his fear toxin to create specific effects in victims or bring out their own deep-seated terrors. With every passing day, Scarecrow becomes scarier.
Scarecrow has also assumed more powerful physical forms. At one time, he mutated into a huge, monstrous man-monster called the Scarebeast. In that form, he had massively enhanced strength and endurance, and his body gave off a fear toxin in the form of pheromones. On another occasion, Scarecrow was recruited into the Sinestro Corps. Founded by Green Lantern's arch-enemy Sinestro, the yellow ring-bearing Corps members seek to cause great fear in others using energy constructs created by their power rings. Scarecrow has also worked with the Legion of Doom and the Secret Society of Super-Villains. But ultimately, his obsession with fear keeps him removed from his allies.
While exposure to his own fear gas has made Jonathan Crane immune to fear in most cases, there is one exception: Batman. This is a problem for Scarecrow, because he has become addicted to fear. As a result, he compulsively seeks out Batman, his one reliable source of fear, provoking conflicts that Scarecrow usually loses. However, until he can develop a fear toxin that works on him, Crane must rely on Batman for the fear he craves, to the misery of the people of Gotham. Scarecrow has occasionally faced other opponents, including Green Lantern and the Teen Titans, but he always returns to Gotham and Batman in the end.
At one point, Scarecrow declared himself the ultimate avatar of terror, claiming the mantle of god of fear. He used hologram projectors to cast a massive image of himself above Gotham, demanding the worship and obedience of the city's people, using his fear toxin to break their will. His plan was thwarted on that occasion, but it can be assumed that Doctor Crane still harbors aspirations of being worshipped as the god of fear. Whether he seeks that end through mind games, trickery, or some means of acquiring literal cosmic power, if he succeeds, the world will indeed have cause to tremble.
Other versions of Scarecrow throughout the Multiverse include a German agent who dies at the hands of Mr. Terrific, and Adalyn Stern, a future Scarecrow who carries on Jonathan Crane's legacy by making the people of Gotham fearful of Terry McGinnis, the current Batman. It's as if the role of an avatar of fear is one that the universe requires to exist... regardless of efforts to stop it by man or bat.
Scarecrow History
Buff
Growing Terror adds Max HP
After player concerns about his survivability as a tank, Growing Terror gained a new effect: it raises his Max HP by 10/15/20/25/30%. The devs said they'd keep watching how he performs after the change.
Rework
Scarecrow reworked around Fear
Scarecrow's [Scare] and stun kit was replaced with [Fear], which lowers the physical damage enemies deal (20–40% per stack, up to 3 stacks, 20s).
The Scent of Fear (Ultimate): damage up from 260–520% to 360–840% of his ATK, and it now inflicts Fear instead of Scare and [Mental Breakdown].
Terror Strike: now a fan-shaped AoE for 240–480% that inflicts Fear (it used to have a chance to cut enemy Spiritual DEF by 50%).
Haunting Visions: now a passive: every stack of Fear he inflicts gives him a permanent 2–10% ATK Up and Physical DEF Up, stacking up to 20 times.
Growing Terror: now gives all Arkham's Most Wanted allies Physical DEF equal to 12–24% of his base Physical DEF every 5s, up to 60–120%. His size growth, damage reduction, shield and enemy-targeting effects are gone.
His legacy piece, Fear Reaper, was reworked in the same update.
Quantum's take
Scarecrow was the best tank in the game until early 2026, when his kit was gutted due to how overpowered his stun mechanic was at the beginning of fights. They went further, though, and made him very good against physical damage, but a joke against spiritual damage. He's still usable, as he's required for LOD in PvP and he's still decent with Arkham.
Change
Crit DMG RES Boost corrected
Fixed the Level 5 effect of his Multiversal Force [Crit DMG RES Boost], which was incorrect.
Change
Growing Terror now pulls enemy Ultimates onto him
Growing Terror changed its start-of-battle effect: - Before: all Arkham's Most Wanted allies gained 10–50% Spiritual DEF Up. - After: Scarecrow gains 8–24% Spiritual DEF Up for each Arkham's Most Wanted ally present. With at least 3 Arkham allies, enemy auto-cast damaging Ultimates that have no targeting priority target Scarecrow for the first 15s of battle.
On October 22, a fix made the new Spiritual DEF Up effect work correctly and corrected the skill's faction description.
Change
Mental Breakdown on every Ultimate, plus a shield
The Scent of Fear (Ultimate): used to inflict [Mental Breakdown] (a 2s incapacitate) only on targets already at 4 stacks of [Scare]. It now always inflicts Mental Breakdown: 1s, plus 0.5s for each stack of Scare on the target.
Growing Terror: new effect, a shield worth 20% of his Max HP for 8s every time he casts his Ultimate.
The same update gave the Arkham's Most Wanted faction bonus extra HP (10/12/15% with 3/4/5 deployed).
ReleaseSoft-launch Earths first
Scarecrow arrives in the Bleed
Scarecrow came to the Bleed for the first time on December 30, 2024, starting on the soft-launch servers, with boosted odds for Red Hood, Black Adam and Green Arrow. Earths whose Hypertime Tracker hadn't reached him yet got him after The Joker's tracker.
Scarecrow Release and Event History
Bleed bannerFirst time in the Bleed, after the Joker tracker; boosted Red Hood, Black Adam, Green Arrow. (Servers: 200-205.)
Justice League of Discord Community Voted Tier Ranking
Tier explanations
S+The absolute best champions — meta-defining and dominant in every game mode.
STop tier characters that make an impact in every game mode.
A+Top tier in one or some game modes, but not all.
AGreat champions that, while not top tier, are still very good in many situations.
BSolid middle of the road champions — don't particularly excel anywhere but still overall good picks.
CChampions that excel in the early game but perform considerably worse later on. Also champions that have a well defined niche but don't particularly stand out outside of it, so they aren't worth building unless you have a developed roster.
DChampions that fail to have meaningful impact in any content.