WERELION Class Guide. Unicorn Overlord
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- Опубликовано: 6 сен 2024
- The werelion is a gladiator reskin that is 50% more the king of the jungle than default glads. It has the same kit at BERSERKER more or less with slight increases to its stats at night and a unique appearance.
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The game misled you into believing that Gladiator/Werelion are a tank, but they cant tank for shits. They do work better as a backliner DPS than a tank Werelion even more so because he got bestral buff
Yup you can get them over 200+hp easily and they still fold like tissue paper lol
Literally the *Daniel vs The Cooler Daniel* meme, but with the Gladiator class.
The Werelion seems like a class that they got to when they budget was running out and just made him another Gladiator.
What I did was put a tank covering back line, then werelion at the back. Witch providing focus helps. He wrecks as his damage scales with his HP at 100%. Wide smash or GS then wrecks after that. You can add what ever additional Damage dealer as back liner just to help.
Even with the best tank items on Gladiators, I saw that the NPCs were completely ignoring them, and focusing the others in a team. He was so tanky and slow, they didnt even bother. Now, you might think this is a good thing but a team fight turned into 5vs4 in effect. So the others were getting focus fired. Plus, being last to act, means the enemy has blown their full Ap&Pp. Fight is 90% decided by that point and your slow tanky Gladiators turn into clean up, which is also bad. You want to take out priority targets, you want to stop their attacks. I found more success with Gladiators by pumping their speed than I did doubling down on their slow tanky nature. You take less hits, you deal more damage which = surviving more.
You can pair this with sellsword. This guy softens up a whole line, and then the sellsword goes kills everyone one at a time. So I would use this as a back line damage dealer not a tank
He's just a bestral gladiator, but it might be an intentional design decision, because wereowl kinda fixes everything that glads need. Hp regeneration is a great recurring heal for a whole row of glads, night vision fixes their garbage hit rates, and rather than heal directly, they can just restore pp to allow the glads to heal themselves.
Speaking of bestrals, the werebears have that better parting blow, which makes me wonder if the intention for gladiators all along was to weather the enemy turn with mounting charge, then also start swinging at the end, after they get their buffs. 150 potency is basically a built-in crit and 200 with the chance to crit on top is potentially nutty, since they also buff their own attack.
I really want to make it work, because with Alain's valor bonus, he can almost go infinite with toughness's 2 stamina savings for 1 valor point, but you really do want to go first and swing hard in this game, which is hard when glads actually have mediocre atk for their intimidating appearance. Still going to try to make it work.
I've tried too.. The real problem does become they just lack good dmg even with the potency boost. I think they are meant to be a beefy back line option that semi self sustains, because late game they get focused and blown up very easily.. Even if you set up guards for them they still tend to die with even 200+hp
Plus you are just putting a lot of resources into a physical line attacker that could just be replaced with either a much better front liner or a better support/dmg dealer in the back..
I'm still messing with them and hopefully will find something that works.
I put morard on my best team as clean up and boy does he clean house. Kind of an odd build but I made sure I gave him low initiative and basically have him buffing through most of the fight. Once everyone has had their turns and exhausted all their ap and pp Morard basically "activates" and attacks 3 times cleaving entire team rows for 400+ crits. Since enemies are out of aces they fail to defend or heal from this damage and its essentially a KO. I feel like its overkill, especially since this team rarely fails to ko the opponent, but for those rare oversights when somehow the enemy defense manages to overcome my offensive strategy, Morard is there to put them in the earth.
I've been running him on the backline as secondary cleanup AoE on a millennium sceptre unit. Yanha sceptre nukes and then uses ice conferral on the lion. Scarlett uses impetus on Yanha while keeping Mufasa healthy with lyrical wand active heal (also giving him an extra AP). As a back three they have decent synergy while looking like characters from the Wizard of OZ.
I often think theyare the same thing i dont notice but look awesome af. I just use his item for memes XD also you get sacral axe from the sanctuaries so at the end of the game also you can make them a funny tank if you go to the bestral quest in albion and go back to elfheim to the tree you get an item to increase his hp by 30 and another 10 percent lol also id also recommend meteorite axe to give him even more hp lol amd use the featherwing to just give them even more healing and give the featherwing a ring of protection to reduce damage by 50 percent
Being slow is good for mounting charge. Gets it iniatitive as low as possible so it's using its 4 ap after all the enemies already used all their ap. They can heal with mounting charge then be at 100% hp for it's attacks. Unfortunately.... This doesn't really work well because it's a lot better to use fast units in a squad to kill the enemy before the enemy uses their ap. You might think mounting charge is a waste of ap, but with the huge atk it has, along with the huge attack of the attack, and the huge attack buff... Those 3 leftover ap are like 6 in another units hand. Just... Happens after everything else 😬 just like legionaire
I actually have a team for Morad based on your Yunifi team you showed. Instead of using the cavaliers, I used Morad and a sellsword as the frontliners, switching between grand smash or wide pursuit. I could probably optimize this further, but its a team with Yunifi and Morad, and thats all that matters.
So are the stats the EXACT same as glad/berserker?
Yup. Morard is basically a reskin for the Gladiator minus the nightwalk bonus, making Morard objectively a better combatant than Bruno.
I appreciate you doing these critter videos. It sucks that they’re decent but, not great. 😢
a very lacking unit, gladiator should have super high guarding stats and moerate armor, right now it die way too quick to anything (sellsword, crit bows, knights etc), very sad unit right now, I like the gladiator design though
I expect him to more chesthair. He is a freaking lion. He can't just have a mane on his head.
Would you believe me if I told you there might be a lore explanation for that lol
I havent tried it yet but maybe evasion or giving him evade is the way to go.. That way he tanks less hits and really only needs to worry about trustrike..
Either way he is sadly a low tier unit :(
Yeah... Probably one of the worst classes in the game along with the gladiator. Fighter is also one of the worst but at least it does its job.
The S word
Yeah I don't care for this fella at all... he needs a lot to be usable and his big thing is a charge attack that is ground only... there are a bunch of "gives max initiative" things that other units could use to enable him... but... it just does not seem worth it at all. A board nuke with big init problems that you need something special for PLUS impetus, needs hit fixing, and then it can't hit flyers... lol
In late game I am desperate to get as many raven plumes as possible... the angel plume and sniper's amber lenses are highly contested. I can't imagine using this stuff on him unless he's just your favorite character and you're desperate to make him work. I think my idea for fixing his init would be to have a unit with kaikas's shield in the backline or lips ring to give him max init vs. dumping 2 plumes on him. He's the best case for those types of items.