"We are the monsters you hear in the night. We have rent armies asunder, smashed their tattered bodies into crumbling cities, bathed in the blood of our enemies. Our fangs are poison, a festering, consuming madness. We are ruin. Now, torn between shadow and moonlight, we hunt again..."
Werewolves are very strong melee units.
Unit Statistics[edit | edit source]
|Produced From||Werewolves Den|
|Cost||250 Gold, 40 Sec, 6 Sup|
|Attack Rate||1.50 Sec|
Description[edit | edit source]
In terms of raw strength in combat, Werewolves are the most powerful units in the game. Gifted with more health, more armor, and more damage per second than any other unit, as well as a powerful AOE damage ability, Werewolves can be a nearly unbeatable force.
Abilities[edit | edit source]
Cost: 0 Mana; Cooldown: 15 Sec; Range: 3.5
Smash deals 20 damage to all enemy ground units within 3.5 range and knocks smaller units back between 3 and 6.5 spaces.
This ability allows Werewolves to deal enormous amounts of damage and to break up attempts to surround and kill them. While Smash takes over a second to cast, its significant range makes it effectively impossible for melee units to dodge.
In addition, when units are knocked back by Smash they are removed from the player's selection and lose any commands they might currently have. This makes it more difficult and energy-intensive to micro effectively against Werewolves.
Upgrades[edit | edit source]
Beast Attack Upgrade
Increases the attack damage of your beast units.
(Grants Werewolves +2 damage per upgrade, up to +10)
Beast Defense Upgrade
Increases the armor of your beast units.
(Grants Werewolves +1 armor per upgrade, up to +5)
Beast Speed Upgrade
Increases the movement speed of your beast units.
(Grants Werewolves +0.20 speed per upgrade, up to +1.00)
Usage[edit | edit source]
Werewolves are extremely tough to kill. While they are slow enough to be kited by most units, Werewolves have 3 native armor, which dramatically reduces the damage they take from Archers, as well as high health regeneration that reduces the effectiveness of any hit-and-run tactics. Furthermore, their AOE Smash ability has substantial range, allowing Werewolves to punish any units that stray too close even when they cannot attack directly.
Werewolves become even more effective when paired with Airships. The Airships grant the Werewolves much more mobility, and can also lift up injured Werewolves to protect them. Many of the most effective counters to Werewolves, such as Mage Fireballs and Catapults, are impotent against air units. In addition, Werewolves continue regenerating health even while lifted, enabling them to heal themselves while being carried to a new location.
One Airship may carry two Werewolves at a time, a potent force against Workers or light fortifications.
Werewolves also pair very well with Priests using Invisibility. A single casting of Invisibility has the same effect on a Werewolf as it would on any other unit, so a handful of Priests can cloak an entire army of Werewolves, whereas it would take several times as many to cloak smaller units.
In addition, while Healing Wards cannot heal as many Werewolves as they can other units due to the Werewolves' size, and while the health they do restore is a smaller percentage of Werewolves' overall health, Werewolves' high armor effectively "stretches" the effectiveness of each point of health restored, so it can sometimes be worthwhile.
One of the best defenses against Werewolves is effective building placement. Werewolves' large size means they have difficulty maneuvering in tight spaces that other units can navigate, giving the defender an advantage in a well-designed base. In addition, most buildings can withstand a fair amount of punishment, even from Werewolves, and can be repaired rapidly by Workers.