Type: Animal
Hit Points ✯✯✯✯✰
Attack Power ✯✯✯✯✰
Mobility ✯✯✰✰✰
Utility ✯✰✰✰✰
Learning Curve ✯✯✯✰✰
Wolf is a knife launching lupine mobile. Wolf has exceptional HP and each of its attacks feature a mechanic unique to it; each time one of its attacks is used, that attack's base power increases, up to three times. Furthermore, its S1 has a unique trajectory pattern which can be difficult to master. In general, Wolf's play style and strategy involves staying alive long enough to pummel its opponents with strengthened attacks. In this way, Wolf is similar to Trico, in that its focus tends to be on dishing out punishing standard shots rather than building and using its SS. Balancing Wolf's high HP and attack power is its near total lack of utility options. It cannot make much use of clouds or items with its standard shots, it cannot destroy much of any land, and its shot mechanics limit its ability to find defensive positioning.
With its S1, Wolf launches a knife which begins its ascent in a normal manner, but then darts in a straight line from its current angle until it collides with a mobile, totem, or the ground. If any mobile or totem is within a narrow range of its trajectory, the knife will home in on the target. At the beginning of a match, it will do moderate/low damage (around 180), but with each successive use (regardless of whether it lands or hits anything), the base attack power of the attack will increase rapidly, as will the accuracy of its homing ability. After three uses, the attack will reach its maximum power and generally deal around 260-270 damage to an opponent.
Wolf launches an energy ball in a standard arc for its S2. Like with its other attacks, the base damage will increase with the total amount of times it has been used in the match. Unlike S1, S2 is stand alone and will not build up the charge count for SS. S2 will begin dealing low damage at first (approximately 170) and by the time it is fully charged after four uses, it will deal moderately high damage, around 280. On the third and all subsequent uses, S1 will gain a secondary damaging burst which can be used to break shields or damage multiple targets. Because this attack is lower power overall than S1 and does not charge up its SS, it is only recommended to use S2 over S1 when conditions prevent S1 from being able to be used reliably.
With its SS, Wolf launches a bevy of four powerful knives. Instead of its attack power increasing with successive uses, the knives are launched in an increasingly narrow or tight formation, making it easier to land all of them onto a single target. After three uses, this attack will be at its maximum level and the knives will fly in a tight bunch. If all 4 knives are landed onto a target, it will deal high damage of around 500-600.
1. When pairing Wolf with another mobile, one powerful strategy is to partner it with a mobile that presents an early SS threat, such as Rocken, Arrow, or Kalsidon. The opponent(s) will likely be pressured into focusing fire upon the other mobile while Wolf is free to build up powerful attacks unscathed.
2. Wolf's attacks will charge multiple times when used with the items Dual or Dual+.
3. Wolf should often be preferred to attack or break shields early in the game as it will continue to build its attack power even if its attacks are not doing damage.
4. Even at maximum charge, Wolf's SS knives will spread at the peak of the shot before converging again as they descend. This could be used to Wolf's advantage for potential Perfect Game scenarios. Similarly, even at full charge, arched shots passing through a tornado will cause to knives to separate.
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