Shepherd and Lurcher is a Fury type user. It means that their skills don't have a cooldown and instead they are used every set number of Attacks instead.
To learn more about Shepherd and Lurcher check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Shepherd and Lurcher check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review and ratings
Other information
Profile
Basic Attack
Valid hits: 2
Cooldown: -
Deals AoE damage to enemies in front. While [Enraged], deals AoE damage 2 times.
Level 2: Basic Attack DMG +5%
Level 3: Basic Attack DMG +5%
Level 4: Basic Attack DMG +5%
Level 5: Basic Attack DMG +5%
Can’t Stop If I’m Angry
Valid hits: 3
Cooldown: -
Shepherd calms down Lurcher so he does not attack allies. Becomes Immune to Knockback and Hitstun from Ultimate or lower skills, but cannot gain Stealth, healing, and Barriers. Becomes Immortal◇ (canceled after taking 50 hits) upon deployment. Performs an enhanced attack that deals AoE damage and inflicts Airborne after every 3 basic attacks. Always looks in the direction where more enemies are within sight.
Level 2: ATK as per HP Loss +10%
Level 3: ATK as per HP Loss +10%
Level 4: ATK as per HP Loss +20%
Level 5: All attacks increase Immortal◇ hit count by 1 (up to 30 after deployment)
Destructive Instincts
Valid hits: 3
Cooldown: 10 basic attacks
Lurcher swings his tail in front, dealing AoE damage and inflicting strong Knockback. Damaged enemies are stunned◇ for 2 seconds (Mechs included). Gains 2 Fury when cast.
Level 2: DMG +5%
Level 3: DMG +5%
Level 4: DMG +15%
Level 5: Changes Special Skill to Sure Fire
Boron T6 Spectroscopic Auger
Valid hits: 4
Cooldown: 22 basic attacks
Activates the auger in front and enters the uncancellable [Enraged] state for 30 seconds, firing a laser in front to deal AoE damage.
[Enraged]: Changes basic and enhanced attacks to Special Skill Hitstun, DMG RES Penetration +50%, DMG-Up Defense +50%, Nullify Debuff
Level 2: DMG +5%
Level 3: DMG +5%
Level 4: DMG +15%
Level 5: ASPD +25% after Ultimate Skill and until death
Shepherd and Lurcher stats aren't available yet. They will be added soon!
Review
PVE (Early)
PVE (Late)
PVP
The first 8-cost Awakened Unit, Shepherd and Lurcher (Dino/Dino mech in the future) is a well-stated melee Striker with unique reliance on refreshing hitcount immortality for survivability. Similarly to another awakened mech of the same cost (E1 + 2 stacks is an 8 cost after all), it has immunity to many buffs and debuffs. Ultimately Dino is a PvP-oriented unit.
The gameplan is very simple - throw dinosaur forward and distract enemy backline with forward deployable units until it ults. Due to sure fire provided by its special (which usually lines up perfectly with ultimate), 5 valid hits and very high damage multiplier the game is usually over at that point, and a properly geared dinosaur gets there very fast. While manageable by prepared teams, this straightforwardness means that teams that did not tech for the matchup will be destroyed. This is even true while banned - damage done/taken doesn’t matter and ASPD debuff is generally not big enough to sufficiently delay Dino win condition. It is quite possible to run a ban 2+ dino at 10 cost and win games.
In PvE Dino’s hitcount immortality allows it to brawl with most bosses forever. This gives Dino unique frontline niche, even if its damage per cost spent isn’t that impressive. For example, Dino is the best unit in the game for Volcano-2.
Highest stats in the game,
One of the highest multipliers in the game,
Is playable in PVP even when banned,
Great in most PVE content and Best in Slot in some of it - like Vulcano,
Immortality which can be abused in PVE and PVP.
The highest deploy cost in the game,
Can't be healed.
Other information
Shepherd and Lurcher gear recommendation aren't available yet. They will be added soon.
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