AFTERGLOWwiki Online · 5 v2.4.261112-4cec7dd Sign in
EN
Enemy·Humans

Wolf Bruiser

Pack members who survived long enough to be trusted with cracking skulls up close. Strong shoulders, short patience, and nothing much between the ears or the elements.

Loot 13

Each item rolls on its own every time you defeat this enemy, in the amount shown. Chances as the game publishes them.

Where to find it 20

See every spot on the map

Show 8 more spots
Desert
-20% movement speed · Miniguns +15% · Launchers +15%
Hills
-20% movement speed · Bolt Action Rifles +25% · Semi Auto Rifles +25% · Assault Rifles +25% · Sniper Rifles +25%
Mountains
-40% movement speed · Bolt Action Rifles +15% · Sniper Rifles +15%

From the game files (version 2.4.261112-4cec7dd).

Equipment

How to fight it

Suggestions computed from damage types, following the game guide: every armor and enemy has a best and a worst defense.

Best gear against it

Overall

Weapons

  1. Grinder + 7.62mm Ammo Cartridge (T3)Pierce ~83.2 damage per turn · hits 85% · 1 turn to kill
  2. Rattlesnake + 12 Gauge Shell (T3)Blunt ~64.4 damage per turn · hits 97% · 2 turns to kill
  3. Havoc + 5.56mm Ammo Cartridge (T3)Pierce ~62.6 damage per turn · hits 94% · 2 turns to kill

Armor against its attack Blunt

With this armor it hits 100% of the time and takes about 1 per turn (about 15.5 without armor): with 60 health you last about 60 turns.

Simulate fights with this gear

Best in the free version

Weapons

  1. Hellhound + 7.62mm Ammo (T2 Upgraded)Pierce ~58 damage per turn · hits 79% · 2 turns to kill
  2. Trenchsweep Shotgun + 12 Gauge Shell (T2 Upgraded)Blunt ~49 damage per turn · hits 94% · 2 turns to kill
  3. Dustdevil Rifle + 5.56mm Ammo (T2 Upgraded)Pierce ~46.2 damage per turn · hits 90% · 2 turns to kill

Armor against its attack Blunt

With this armor it hits 100% of the time and takes about 1.8 per turn (about 15.5 without armor): with 60 health you last about 33 turns.

Simulate fights with this gear

Estimate with the game's fight rules: 2d10 plus accuracy against a defense of 6 plus armor modifiers; a critical hit (two tens or 10 over the defense) deals ×1.5; damage minus the armor for that damage type, at least 1 per hit; base health 60; a turn every 10 s. Natural defense, skill bonuses, range and terrain are left out.

Same family 22