Werewolf is a very unpopular warrior hero in any mode. However, compared to Summoner's Rift, Werewolf's appearance rate in Super Smash Bros. is still relatively high, which shows that players who like to play in the front row recognize Werewolf. In addition, the Werewolf has excellent fighting and endurance capabilities, and its pursuit ability is not bad. The Werewolf is also buffed in version 13.12. It is not an exaggeration to say that the Werewolf in the current version is a buff monster in Super Smash Bros.
[Hero Analysis]
Werewolf Brawl has the buff of "damage output +5%, damage received -5%, healing effect +20%" .
The national server version 13.12 update announcement shows that the Werewolf Brawl buff has a healing effect of 100% → 105%. In fact, it is 100% healing → 120%.
You must know that the werewolf's passive, Q skill, and R skill can all suck blood, giving a 120% healing effect plus the E skill to reduce damage. The werewolf's continuous combat ability is very strong.
However, the strength of the werewolf is based on 1v1 or 1V2 situations. After all, the werewolf has no active displacement skills except the ultimate move, the control skills are unstable, and there is no AOE damage.
Moreover, the werewolf's ability to regenerate blood is based on being able to touch the enemy. If the enemy cannot be touched, he will be charged to death or be "unable to withstand" the damage caused by various slowdowns.
So when a Werewolf comes up in a big brawl, you can only pray that the opponent's lineup has less control. Only by touching people can you be able to withstand it and fight more with one.
【Rune】
Werewolf Brawl Rune Sharing
Main runes: deadly rhythm + calmness + resilience + perseverance
Secondary Rune: Wind of Resurrection + Resurrection
Rune analysis: Werewolf QR can stack fatal rhythm, which not only has stronger recovery ability during battle, but also higher sustained damage.
The werewolf will frequently use the Q skill and is very short of mana, so it is necessary to have calmness and calmness.
Werewolves are afraid of control, so toughness is a must.
Perseverance increases the output when remaining blood.
The Wind of Resurgence is very useful when encountering the Diudiu monster lineup.
Resurrection improves the blood recovery effect.
[Equipment and points addition]
Outfit: Holy Separatist + Ruin + Uplift + Dance of Death + Greedy Hydra
Add points: main Q and deputy E, which is bigger.
Summoner Skills: Sprint + Snowball
Equipment analysis: God's combination of Q skill and Q skill's blood recovery is very abnormal. Coupled with the big battle buff, enemies with a lot of Q blood can easily recover half of their blood in one go.
Ruined increases the ability to duel, and when it is turned up, it does more damage and recovers more blood.
Invigoration can increase the healing effect, and coupled with the Brawl buff, as long as the werewolf can touch people, the ability to restore blood will be very terrifying.
Death Dance not only increases tankiness but also provides a certain amount of damage. If the opponent has more physical damage, use Death Dance first.
Greedy Hydra provides AOE damage capabilities for werewolves, and the skill haste and life stealing effects are also needed by werewolves.
Introduction to gameplay
One thing should be clear when playing Werewolf in Smash Bros., that is Werewolf is really weak in group play.
Although Brawl has snowballs to help with displacement, you can't guarantee that the snowballs will hit the target every time. Moreover, Werewolf ER is a control skill and is very unstable. The E skill cannot be cast instantly, and the R skill requires anticipation.
The above reasons mean that even if Werewolf is buffed, the winning rate is only around 50%. Therefore, it is best to choose Werewolf when playing in black.
Werewolf is easy to operate and you can easily get started by mastering several tips:
1. Q skill can reset the basic attack, and AQA can improve the output efficiency.
2. E skill can trigger two flares. Turn on E to trigger the first time, and manually turn off E when the E skill is about to end to trigger the second glare effect.
3. Adsorption Q. During the process of absorbing Q, the werewolf is immune to most controls except for dizziness, and can also follow any displacement skills. By making good use of absorbing Q+E, you can scare more enemies.
The ultimate move is also immune to control during flight.
4. Unless you need to start a group in Werewolf Brawl, it is best to use E and R separately. The E skill reduces damage and resists a wave of damage, and then uses the ultimate move to restore blood, which can resist for a very long time.
The werewolf's ultimate move is extremely unstable and can easily be used in vain, so in most cases it is better to save it to protect your own C position.
5. When fighting in a Werewolf Brawl, you only need to follow one point. When the Q skill CD improves, there is a unit Q nearby.
Unlike Summoner's Rift, the Brawl has the opportunity to go around and cut into the back row. In the Brawl, the Werewolf can Q Q whoever he can. The most important thing is to use the front row's lethal rhythm + Q skills to restore blood.
What do you think of werewolves? Welcome to communicate~!