Tier 2 Lockdown, a place where descended Vanguards and rising Proto's join together and fight for the prize of a scant few Krogma Coins (and the occasional Bomb Head), is a metagame full of excitement and competition.
Anyone who has stepped in for a game will be greeted by a flood of yellow and red wolver hats, and golden and ruddy red coats. These Wolver Clones, as they have been so affectionately called, are the bread and butter of Lockdown's second tier.
TL;DR Wolver Clones are everywhere. Pack ALL the weapons!
Definitions:
Striker Dash - A striker class's special ability, which allows for them to zoom around at approximately twice the speed of a regular walking knight for a 3 second duration.
Wolver Clone - A knight doning wolver or dusker armor, equips the striker rocket, and flies through the match capturing and killing with his wolver armaments.
Wolver Armaments - Highly used weapons in T2 Lockdown, specifically defined here as:
- Swift Flourish/Twisted Snarble Barb (The Toothpick family)
- Nightblade
- Sealed Sword
- Stable Rocket Hammer
- Kilowatt Pulsar
These five weapons are the most used weapons by the Wolver Clones in T2 Lockdown, and I intend to back my claims with statistical data taken from a number of Lockdown games.
Trinkets - In T2, the land of 2* and 3* gear, the only viable trinkets for the Wolver Clones to use are the Triheart Trinkets, which provide a hefty +4 health bonus a piece.
Analysis:
A Wolver Clone's attack style is relatively simple and predictable. It consists of a fixed set of actions and choices which players subconsciously pick and choose from.
Initially, Clones are faced with two options:
Aggress or Defend.
Aggressors will dash into an enemy base points, aiming to kill and capture, in that order. Two options are presented now:
- arc past and around any unaware foe, and swiftly turn around, delivering a flourish to the back (or an SS or Rocket Hammer in some cases),
- or approach cautiously with a Kilowatt drawn and ready.
The factors to consider here:
- is there a haze bomb at the base?
- is there a gunner at the base?
- is there even anyone at the base?
In the scenario where either of the first two conditions hold true, the choice is now left up to the Wolver Clone. Kilowatts can quickly cripple and/or kill bombers, and may catch gunners with status while they are unaware. However a quick SS or flourish would end either threat much quicker, though at a much greater risk to the Clone.
A common sight in the middle of a game is a 1v1 Wolver Duel. Two similarly armed opponents engage in a violent slap-and-chase fest, disputing the possession of a base. Rather than a slap fight, which many duels turn out to be, LD players should duel wolvers smartly (when the Wolver AI got dropped, it seemed the Wolver Clone's IQs were similarly affected). 1v1 duels can (and should) be more of a game of Rock Paper Scissors. Here are some scenarios:
Wolver 1 has a Swift Flourish and Sealed Sword, backed up with a Kilowatt Pulsar.
Wolver 2 has a Swift Flourish, Nightblade, and Sealed Sword.
In terms of adaptability, Wolver 1 has the upper hand, possessing a gun which can be used to choke points and to deck out elemental damage from afar.
In terms of sheer damage output, Wolver 2 has the upper hand. Nightblade hits significantly harder on Wolver armor, being able to take advantage of their lack of shadow resistance and deal off swift and deadly strikes. (although the same applies to elemental damage, it seems Nightblade is more widely used, for reasons yet to be discovered)
How the fight might turn out:
The two dash around each other, slashing furiously at each others' backs with flourishes. When either feels the time is drawing near, he will switch to his SS and deal the final devastating blow. The victor will be left to capture the point with minimal health at the best, and then will rocket back to his base to lick his wounds.
How the fight SHOULD turn out:
Wolver 1 should fire Kilowatt shots at Wolver 2, dashing away at the first sign of danger.
Wolver 2 avoids to the best of his ability, conserving dash as well as he can.
When either sees the other run out of dash, he should charge in with the remaining of his power and strike the foe with a few powerful hits, SS and flourish in Wolver 1's case and Nightblade (for the higher damage and similar speed) and SS in Wolver 2's case.
If Wolver 2 aggresses on Wolver 1 when Wolver 1's dash is broken, he will be able to catch Wolver 1 before he can switch to a sword, and will be able to quickly and safetly dispose of him.
If Wolver 1 catches Wolver 2 dashless, he should be cautious in approaching, for fear of the bite of a flourish.
However, Wolver 1 has the upper hand, as he is able to potentially inflict shock and damage upon Wolver 2 during their dodging session, and should time his strikes for the imminent Shock Lock which will strike Wolver 2, leaving him defenseless for a fraction of a second.
The result is for this conflict would most likely be in favor of Wolver 1, as he has the potential to inflict shock from afar and then safely deal tons of damage through well-timed SS hits. Wolver 1 would be left with most of his health in tact, having aggressed safely and smartly.
On the chance that Wolver 2 wins this conflict, he will be left marred by shock and damage, potentially with the bulk of his health lost. He will capture the point and then fly off to lick his wounds back at his base.
Conclusion: Bringing an appropriate gun to a sword fight is both smart and safe.
Take for instance the Guardian:
Wolver 1 is faced with 2 options: Kilowatt til the shield breaks or rush in and 2-shot the shield with an SS.
Against a guardian, Option 2 is most often more efficient and effective.
While Kilowatt has a wide range and can deliver fatal shocks, Guardian shield is more than tough enough to weather the damage, and protects the guardian knight from statuses.
Unless there is a haze bomb affecting the area around a guardian, two hits of an SS is unarguable safer and quicker for the Wolver Clone.
The moment the guardian's shield breaks, he is left defenseless (literally) and can be easily picked off with either flourishes, SS, or gunfire.
Wolver 2 takes this same situation with another set of options: aggress with a flourish or an SS. Flourish allows skilled wolver clones to strike and then to dash to safety, appearing suddenly behind the unsuspecting guardian.
SS allows for a quick shield break, and quickly cripples the defender.
Both wolvers should be wary of haze bombs and pulsar fire, as Guardians may equip themselves with such.
Killing Recons:
Wolver 1's Kilowatt pulsar allows him to safely spam the area, increasing his chance of hitting recons and demolishing their frail cloaks.
Wolver 2's Nightblade has a narrow slash, but can be charged and wisely timed to dispatch of recons in one quick shot (assuming Wolver 2 understands a recon's dodging tactics)
All in all, having a variety of different weapons allows for greater flexibility in a Wolver Clone. Were Wolver 2's Nightblade replaced with a Stable Rocket Hammer, the only changes would be 1) an increase in damage per hit and 2) more conservation of striker-dash (Rocket Hammer's second hit, the dash, serves as a useful replacement for striker-dash)
I don't claim to be the authority on Lockdown striker-ing (I don't have a rocket hammer, and my primary class is guardian anyways), but I do consider myself one of the elite players in T2 LD, who can carry a team to victory and hold his own against most odds.
I am aware that many LD players consider repeatedly firing a Pulsar to be "spamming", but I don't really care about that. I play to win, and I'll do it any way I please. Same applies for Auto Aim (though I don't use it, it messes up my Pulsar spamming :P), and Rocket Hammers (which I don't even have, but think is fair game to use. I mean it is a pay to play weapon, so what ever).
Suggestions and comments about this thread would be much appreciated
Advice about my own playing (if you've seen me play) would also be appreciated.
Flame all you want, we can take it :P
Lightning Capacitors...