First Look – Werewolves (Secondary Awakening)

First Look – Werewolves (Secondary Awakening)

On November 27th, 2019, Version 5.2.0 of Summoner’s War was dropped! With it came a new dimension Lumel in the Dimensional Hole and two new families of Secondary Awakenings – the Werewolves and Martial Cats! Today, I’m going to be doing a first look on the 2As for the Werewolves. Last time I did the 2A of the Martial Cats, so if you wanna check that out, you can.

Disclaimer: As of this writing, I do not own any of the Secondary Awakenings except Belladeon, Kro and Raoq, nor am I really factoring in multipliers or skills when fully skilled up.

Garoche (Fire Werewolf)

Merciless Claws: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn. → Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn and recovers HP by 30% of the inflicted damage. Garoche’s 2A gimmick is apparently healing himself based on the damage he does. His passive, Wild Recovery, though it didn’t get a 2A buff, increases the heals he gets by 100% (so an Eladriel healing him for 50% becomes 100%) and he’ll also heal himself by 10% of his Max HP every turn.

Surprise Attack: Dashes towards an enemy, inflicting damage 2 times. Each attack has a 30% chance to stun the target for 1 turn. The damage is proportionate to my MAX HP. (Reusable in 4 turns) → Dashes towards an enemy, inflicting damage 2 times. Each attack has a 40% chance to stun the target for 1 turn and recovers HP by 50% of inflicted damage. The damage is proportionate to my MAX HP. (Reusable in 3 turns). Well, that’s about it for Garoche. In the 2As, two skills get changed (which is still cool when some normal awakenings are just one, but still) and Com2uS chose to change Garoche’s first two skills.

Garoche… doesn’t look too interesting, if you ask me. He basically just got a pair of Vampire runes slapped onto him, some stats got raised and percentages up, and that’s it. Compare this to Aeilene, whose entire third skill got turned into a passive, or even Kro, who’s now a massive nuker, and you’ll see how underwhelming Garoche is.

But hey, maybe the other werewolves have something cool about them, right?

Vigor (Water Werewolf)

Merciless Claws: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn. Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn. The damage of this attack increases according to your MAX HP. I’m…still not sure what they were trying to make Vigor’s 2A gimmick. I mean, I thought it was Max HP at first, and then Predator’s Cry isn’t based off his Max HP, but then his third skill Shred goes completely unchanged and still goes off Max HP.

Predator’s Cry: Recovers the HP of all allies by 15% each and increases their Attack Speed for 2 turns. (Reusable in 4 turns) → Recovers the HP of all allies by 20% each and increases their Attack Speed for 2 turns. In addition, decreases the chances of allies receiving Critical Hits for 2 turns. (Reusable in 3 turns). Yeah, I’m really not sure what Com2uS was trying to do with Vigor. You must also remember that “decrease the ability to get hit with a Critical Hit” is a very mediocre buff.

Shakan (Wind Werewolf)

Surprise Attack: Dashes towards an enemy, inflicting damage 2 times. Each attack has a 30% chance to stun the target for 1 turn. The damage is proportionate to my MAX HP. (Reusable in 4 turns) → Dashes towards an enemy, inflicting damage 2 times. Each attack decreases the Attack Bar by 15% and has a 40% chance to stun the target for 1 turn. The damage is proportionate to my MAX HP. (Reusable in 3 turns). There isn’t much to say here, except that Attack Bar decrease is always nice, though I do wish there were a little more of it. I’m not sure if the 2As are affected by buffs and nerfs in the future, though.

Disdain (Passive): If your HP status is higher than the enemy’s, your attacks will deal additional damage that is proportional to your MAX HP. [Automatic Effect] → If your HP status is higher than the enemy’s, your attack will deal additional damage that is proportionate to your MAX HP and increase the target’s skill cooldown time by 1 turn each. [Automatic Effect] OK, so I’m starting to think that Shakan is the most interesting of the Werewolves. I mean, skill cooldown increase on a passive is something that I can see people playing around with. I’m not sure how effective it is, though, so take this with a grain of salt. Or two.

Eshir (Light Werewolf)

Is it just me, or is Eshir’s 2A design just weird? Like, he looks more like is 2A Belladeon got onto two legs and never skipped arm day. It’s weird.

Predator’s Cry: Recovers the HP of all allies by 15% each and increases their Attack Speed for 2 turns. (Reusable in 4 turns) → Recovers the HP of all allies by 20% and their Attack Bar by 15%. Also increases their Attack Speed for 2 turns. (Reusable in 3 turns). So, if there’s one thing I really like doing in SW, it’s attack bar manipulation. I don’t know why, but it’s just fun. You can imagine how happy I was when my favorite nat5 Charlotte got a buff to increase attack bars on her third.

Massacre: Violently attacks the enemy 4 times to inflict damage proportionate to my MAX HP and removes a beneficial effect with a 50% chance for each attack. The cooltime resets if the enemy dies. (Reusable in 5 turns) → Violently attacks the enemy 4 times to inflict damage proportionate to my MAX HP and removes a beneficial effect with each attack. If you successfully remove a beneficial effect, the damage inflicted by the remaining attacks will be increased by 20%, and the cooldown time will reset if the enemy dies. (Reusable in 3 turns). I actually had to reread Massacre a few times to make sure I didn’t miss what his 2A buff was. His 2A thing is dealing more damage if he removes beneficial effects. But hey, Eshir’s third skill was already pretty neat on its own, so I guess this is okay, too.

Jultan (Dark Werewolf)

Merciless Claws: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn. Attacks the enemy with claws and disturbs the enemy’s HP recovery for 2 turns. This one’s definitely the weakest of the 2A buffs, because it’s just another turn of healblock. I mean, Jultan’s thing isn’t about blocking heals! It never was!

Contaminated Blood (Passive): Inflicts 12% of my MAX HP as damage when you’re attacked with a critical hit and weakens the Defense for 1 turn with every attack. [Automatic Effect] → Inflicts 12% of my MAX HP as damage when you’re attacked with a critical hit. Inflicts Continuous Damage for 1 turn with a 50% chance and weakens the Defense for 1 turn with every attack. [Automatic Effect] …That’s it? I think I was expecting something more out of the Contaminated Blood buff; something to make it stupid annoying like Miho’s passive was. But no, we just got a DoT on each attack.

Overall, the 2A Werewolves ended up being really underwhelming; even Jultan (who is arguably the best of the family) didn’t get changed much after his 2A, which sucks, because I was really looking forward to seeing what cool things they were gonna do with these guys. But hey, that’s just my opinion. For all I know, everyone else can love them.

In the meantime, why don’t you stick around for any other of my articles? I’m Sara Ann, and I’ll see you in the next article!

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