Difference between revisions of "Clawer dryad"
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As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up. | As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up. | ||
− | With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time | + | With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree uses Plants skill and takes a significant amount of time - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants. |
== Training == | == Training == |
Revision as of 16:14, 15 October 2022
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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Clawer
A dryad caste with huge claws that is specialized in aggression and damage-dealing attacks. Though it can do tremendous damage, it is vulnerable to attacks itself.
In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes.
Base Stats
Pawn Stats
- Move Speed
- 4 c/s
- Health Scale
- 70% HP
- Body Size
- 0.667
- Mass - Baby
- 8.004 kg
- Mass - Juvenile
- 20.01 kg
- Mass - Adult
- 40.02 kg
- Carrying Capacity
- 50 kg
- Filth Rate
- 1
- Diet
- none
- Life Expectancy
- 80 years
- Manhunter Chance
- 100%
- Trainable Intelligence
- Intermediate
- Wildness
- 0%
- Comfortable Temp Range
- -50 °C – 50 °C (-58 °F – 122 °F)
Production
- Meat Yield
- 4 immature dryad meat
Melee Combat
- Attack 1
- Front left paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike - Attack 2
- Front right paw
18 dmg (Scratch)
80% AP
1.5 second cooldown
0.5 chance factor
Stun for 320 ticks (5.33 secs) on first strike - Attack 3
- Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.0 chance factor
Stun for 280 ticks (4.67 secs) on first strike - Attack 4
- Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.0 chance factor - Average DPS
- 4.73
- tradeTags
- AnimalDryad
Clawers are a caste of Dryads, a type of animal added by the Ideology DLC. Vulnerable but fearsome, the clawer specializes in damage dealing.
Summary
All dryads, including the clawer, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have a Toxic Sensitivity of 0%, rendering them immune to Toxic fallout and Toxic buildup. Dryads are also immune to blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions.
Attacks
Thanks to the Melee Verb system, Clawers will only actually use their single and best attack: their front claws. This attack stuns for 5.33 seconds on first hit and has strong damage, with 80% armor penetration on a fast attack interval. If both claws are somehow destroyed, then they will resort to biting and headbutting.
Melee Attacks | Damage Amount | Cooldown | Chance |
---|---|---|---|
Cut | 20 | 1.5 sec | 1 |
Bite | 9 | 2.0 sec | 0 |
Blunt | 4 | 2.0 sec | 0 |
In terms of overall DPS, Clawers are some of the strongest melee combatants in the game. They outstrip both the scyther and thrumbo, though the latter two can hit harder with individual attacks.
Analysis
Clawers are glass cannons, make no mistake. Having about 28% the health of a Grizzly bear, individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled warg, and a crushed jaw results in your bear no longer able to haul. Animals also take effort to train. All this is before considering that colonists can bond with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up.
With the ability to take Go-juice or even Luciferium in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can bond. The bigger drawback is that maintaining a gauranlen tree uses Plants skill and takes a significant amount of time - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Clawers spawn fully trained in Guard and Attack and have no training decay.
Health
Version history
- Ideology DLC Release - Added.
- 1.3.3076 - Fix: Dryads are affected by disease incidents.
- 1.3.3101 - Change: Dryad Healing Pods now remove all negative hediffs in addition to restoring lost body parts.