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One Turn Kill Scarecrow Dummy Guide and Decks

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The scarecrow is the camp training dummy in One Turn Kill used to test card synergies against an initial 999 HP pool and an upgraded 99,999 HP form without enemy counterattacks.

One Turn Kill Scarecrow Dummy Guide and Decks

The scarecrow is the camp training dummy in One Turn Kill used to test card synergies against an initial 999 HP pool and an upgraded 99,999 HP form without enemy counterattacks.

What Is the Training Scarecrow in One Turn Kill?

The scarecrow is a stationary practice target accessible directly from the deck customization interface. In the main game published by Waku Waku Games on the Steam store page, every standard combat encounter forces a loss if you end your turn before reducing enemy hit points to zero. The training scarecrow provides a combat arena where you can rehearse sequences, test draw costs, and calculate total damage output before taking a list into live stages.

Testing against the scarecrow follows the identical card economy found in standard encounters. Playing a card draws cards equal to that card's cost value, and exhausting your draw pile while needing to draw prevents further card plays. Ending the turn on the training dummy terminates the trial run immediately. This allows you to practice tight loops without risking stage progression or losing consumable battle items.

How Do the 999 HP and 99,999 HP Pools Function?

Target dummy health pools are divided into two distinct tiers across your progression. When you first enter practice mode, the scarecrow appears as a simple wooden dummy possessing 999 HP. Defeating this baseline dummy within a single turn registers a specific Steam achievement and marks the first milestone for damage output in your deck building efforts.

Once the initial 999 HP target falls, the game replaces it with an upgraded metallic robot dummy boasting 99,999 HP. Surviving a single turn while reaching 99,999 damage requires generating recursive card draw and scaling effects. Because basic attack cards like BAS or Ferocious Claw deal fixed damage values between 12 and 30 per swing, normal draw hands will deck out long before reaching five digits of total damage. Reaching 99,999 damage demands repeatable loops that generate card volume while preventing empty-deck fatigue.

Which Decks Can Defeat the Scarecrow?

Combo engines capable of clearing the scarecrow rely on cards that multiply card counts or convert high hand costs into offensive power. By using upgrade chips at the facility, you can improve card thresholds to lower costs and enable recursive plays.

Deck ArchetypeIdeal Hand StateRequired Card Setup
Axim Core InfiniteFree Axim Core alongside Tea Ceremony3x Axim Core+, 3x Tea Ceremony+, 3x Homeward Bound+
Heavy Blow Hand ScaleHigh-cost hand with heavy baseline attack3x Heavy Blow+, 3x Aggra-Ray+, 3x Anti-materiel+
Procyon Discard LoopHigh stack count with recurring card draw3x Procyon Device+, 3x Flower of Immortality+, 3x Backdoor

Axim Core Draw Generation

Axim Core costs 20 draw by default, decreases in cost whenever another card is played, returns cards in hand to the deck, and duplicates four random cards from the deck into the hand. Combining Axim Core with Tea Ceremony or Homeward Bound reduces its cost to 0, letting you cast it without drawing cards.

Because Axim Core duplicates cards into your hand, it steadily increases your total card volume past 100 cards. As long as you maintain at least two copies of Axim Core and support cards like Tea Ceremony to set their cost to 0, you can cycle indefinitely while accumulating damage through secondary offensive tools.

Heavy Blow Scaling Engine

Heavy Blow calculates its attack value based on the total cost of all cards sitting in your hand. When its attack exceeds 50, Heavy Blow strikes an additional time. Pairing this card with cost-inflating supports such as Aggra-Ray and Anti-materiel pushes the cost of cards in your hand upward. Under these conditions, each Heavy Blow easily hits for hundreds of damage per swing.

Procyon Device Stacking

Procyon Device deals 5 fixed damage whenever any card is played in exchange for discarding two cards upon activation. When combined with Flower of Immortality or Iron Coin to replenish discard fodder, multiple copies of Procyon Device create passive damage that triggers with every card play. Stacking 10 or more instances of Procyon Device causes every cycling card to hit for 50 or more damage automatically.

What Happens After Defeating the 99,999 HP Scarecrow?

The training dummy offers no special reward or unique cutscene when its 99,999 HP total drops to zero. Players who spent hours executing infinite loops confirmed on the Steam community forum that the fight finishes with a standard sword slash animation, awards no secondary achievement beyond the 999 HP unlock, and returns the player directly to the rest area.

Skills on Scarecrow? — a player request on the Steam community forum

Executing massive multi-thousand card combos against the dummy can also cause visual lag. Playing cards too quickly causes attack animations to queue behind the game's internal logic, requiring you to wait until the engine finishes calculating previous actions. While the 99,999 HP dummy serves as an extreme test for mathematical card interactions, clearing it remains purely an elective challenge for testing deck limits.

Next step

Speedrun Route

Follow the seven-loop Any% speedrun route, optimize deck transitions with Heavy Blow, and bypass dialogue to secure fast clear times.