Difference between revisions of "Wolver"

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(Strategy)
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==Strategy==
 
==Strategy==
It would be best to avoid the Alpha Wolvers if you see them charging because they cannot be stopped while charging, and their three hit attack can be very dangerous.
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The Alpha Wolvers' three-hit attack is quite dangerous and harder to disrupt than most, often requiring multiple hits to interrupt, especially if your weapon is below their level (as will always be true in [[Danger Room]]s due to scaling rules).  It is often safest to back up and counter-attack after their combo is finished.  Additionally, while they are focused on you, your allies can attack them from behind with impunity.
*In tiers 2&3, the Wolvers are more agile and can now dash infront of players and attack quickly  
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If you can mange to pin a Wolver or Alpha Wolver in a corner, attacking continuously with a sword will usually prevent them from attacking or escaping, and you can finish them off easily.
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*In tier 2, the Wolvers are more agile and can now dash near players and attack quickly
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*In tier 3, the Wolvers can teleport
  
 
==Notable Wolvers==
 
==Notable Wolvers==

Revision as of 19:15, 24 September 2011

Beast
Icon 55x55px
Damage Resistances
Defense elemental icon.png Defense piercing icon.png Defense shadow icon.png
16px 16px 16px

Wolvers are a type of enemy found in the Clockworks.

There are several different species within the wolver family, each with different abilities.

Traits

Wolvers are usually found in groups and can call out to its comrades to ambush an unwary adventurer. As knights progress through the tiers, Wolvers become more agile and move more quickly. Eventually the Wolvers will burrow underground and pop out, preparing to attack a knight from behind. Wolvers do piercing damage.

Types

Wolver


Alpha Wolver


Ash Tail


Alpha Ash Tail


Frostifur


Alpha Frostifur


Voltail


Alpha Voltail


Rabid Wolver


Rabid Alpha Wolver


Strategy

The Alpha Wolvers' three-hit attack is quite dangerous and harder to disrupt than most, often requiring multiple hits to interrupt, especially if your weapon is below their level (as will always be true in Danger Rooms due to scaling rules). It is often safest to back up and counter-attack after their combo is finished. Additionally, while they are focused on you, your allies can attack them from behind with impunity.

If you can mange to pin a Wolver or Alpha Wolver in a corner, attacking continuously with a sword will usually prevent them from attacking or escaping, and you can finish them off easily.

  • In tier 2, the Wolvers are more agile and can now dash near players and attack quickly
  • In tier 3, the Wolvers can teleport

Notable Wolvers

See Also

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