Light Werewolf (Eshir)

Base Form

1st Awakened Form

Final Awakened Form

Overview

Grade ★★★
Type HP
Get From Scroll of Light & Darkness, Temple of Wishes
Awakened Increases Attack Speed by 15
Good For Theomars counter in Guild Wars, PvP Offense, Siege Battle Defense
Skill Up Info Worth fully skilling up, but use family skill ups instead of Devilmons

fire water wind light dark

Stats

Grade ★★★ ★★★★ ★★★★★ ★★★★★★
Level Min Lv. 25 Min Lv. 30 Min Lv. 35 Min Lv. 40
Normal
HP 2430 4380 3510 5970 4770 8115 6495 11040
ATK 97 175 140 238 190 323 258 439
DEF 104 188 150 255 204 347 278 472
Awakened
HP 2835 5100 4080 6945 5565 9450 7560 12840
ATK 104 188 150 255 204 347 278 472
DEF 107 192 154 261 209 355 284 483
SPD CRI RATE% CRI DMG% RES% ACC%
Unawakened 99 15 50 15 0
Awakened 115 15 50 15 0

Skills

Leader Skill: Increases the HP of ally monsters by 21% in Guild Battles.

Skill 1: Merciless Claws [370%ATK + 50]: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +5%
  • Lv.5 Damage +15%

Skill 2: Predator’s Cry [15%HP]: Recovers the HP of all allies by 15% each and increases their Attack Speed for 2 turns. (Reusable in 5 turns)

  • Lv.2 Recovery +10%
  • Lv.3 Recovery +10%
  • Lv.4 Recovery +10%
  • Lv.5 Cooltime Turn -1

Skill 3: Massacre [12%HP x 4]: 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)

  • Lv.2 Damage +10%
  • Lv.3 Cooltime Turn -1
  • Lv.4 Cooltime Turn -1

Skills [2nd Awakening]

Skill 1: Merciless Claws [450%ATK]: Attacks the enemy with claws and disturbs the enemy’s HP recovery for 1 turn.

  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%

Skill 2: Predator’s Cry [20%HP]: 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).

  • Lv.2 Recovery +10%
  • Lv.3 Recovery +10%

Skill 3: Massacre [12%HP x 4]: 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).

  • Lv.2 Damage +10%

Rune Recommendations

Early Game – Rage / Blade (HP% / CRIT R% or CRIT D% / HP%)

End Game – Violent / Will (SPD or HP% / CRIT D% / HP%)

Damage Build – Rage / Will (SPD or HP% / CRIT D% / HP%)

Site Review

Dungeons:
  • GB10 – Not recommended. He won’t hit hard against the bosses due to their high defenses, while his single-target attacks and small heal isn’t that useful.
  • DB10 – Not recommended. While he can help with stripping the immunity off the boss, monsters like Megan and Belladeon will do the exact same thing while bringing far more utility.
  • NB10 – Not recommended. Eshir’s multi-hit is only present on his 3rd Skill, making him pretty unreliable for an NB10 team. His damage isn’t big enough to be used here, while his small heal and heal block can be found on the superior Colleen.
Scenario:

Not recommended. Eshir will have no issues in the easier stages like Tamor Desert or Hydeni Hell, but his lack of AoE attacks will just draw out your runs significantly. Early game monsters like Lapis are much better suited here, while end-game players will have far better alternatives over him.

Raids: 
  • R5 – Not recommended. Eshir’s damage isn’t significant enough to be viable here, while his lack of debuffs makes other damage dealers and supports better.
  • Element Rift Beasts – Not recommended. He’ll hit a decent amount of damage against the boss during its Groggy stage, but he doesn’t bring anything unique that other single-target nukers can’t do as well.
ToA: 

Not recommended. It’s really hard to fit him into a proper team in ToA. In most situations, players will either go for a good CC team or AoE nukes instead. Eshir doesn’t really fit into any role here.

PvP:

(Rating: 8.5/10) Well, if you’ve gotten to this point, it’s incredibly obvious how useless Eshir is in PvE content. So why would you want to build him? Well, for starters, Eshir can be a very good monster to have in Guild Wars and especially Siege Battles. 3* Nukers are hard to come by, and Eshir’s main selling point is that he doesn’t require an attack buff to work. This means he just needs a solid defense breaker, like Jultan, Orion or Gemini, and he’ll be able to dish out consistent ~30k nukes on most monsters. Like Teshar’s Tempest, Eshir’s 3rd Skill will not go on cooldown if it successfully kills an enemy, making him a great candidate on a Violent set. If you happen to miss the kill, Massacre is only at a 3-turn cooldown when maxed, meaning it isn’t too long before he gets it up again.

Apart from his use in the 4* Siege Towers, Eshir can also be pretty viable as a Theomars counter. If you can get an armor break onto him, there’s a good chance Eshir will be able to strip and kill Theomars before his allies has a chance to protect him. Eshir also has a small but useful heal in case things turn south, but it’s definitely something you shouldn’t rely on.

How to Counter:

Most Eshirs found in defenses will have around 40k HP. He won’t have the tankiness of a 5* monster due to his very poor base defenses, meaning a powerful nuke from monsters like Copper should be able to take him out without any issues. He doesn’t really hit that hard without defense break, so bringing some form of immunity will be good too.

Other advice:
  • His damage is really apparent when he crits. Some players will got for a Slot 4 Crit Rate rune so that he’ll achieve a 100% Crit Rate
  • Rage is heavily preferred for HP-scaling damage dealers like Eshir
  • If you’re using him as a Theomars counter, make sure you get a decent amount of accuracy on him.
Editor’s Note:

Eshir is one of the more wanted 3* Light & Darkness monsters, and it’s easy to see why. Boasting an amazing 12,840 base HP and 115 base speed, he has some semblance of higher tier monsters in his base stats. Since you don’t need attack buff on him to do well, you really only need a defense breaker for him to do a good nuke. While he won’t hit as hard as other single-target nukers, his consistent damage and non-reliance on buffs makes him a popular choice for Guild Wars & Siege Battles.

7.9
Our Rating
6.17
User Rating

Monster Rating

  • Dungeon - /10
    0/10
  • Arena Offense - 7/10
    7/10
  • Arena Defense - /10
    0/10
  • Guild War Offense - 8.5/10
    8.5/10
  • Guild War Defense - 8/10
    8/10
  • ToA - /10
    0/10
  • Raid - /10
    0/10

Summary

A solid light bruiser for PvP. He doesn’t really has a use outside of that though.

Overall
7.9/10
7.9/10
6.2/10
Comments Rating 6.17/10 (13 reviews)

Pros

Great base HP
Strong multipliers on 3rd Skill
Heal and attack speed buff on 2nd Skill
3rd Skill has a short cooldown
Good base speed due to awakening bonus

Cons

Heal is pretty negligible
Low base defense

Welcome Back!

Login to your account below

Create New Account!

Fill the forms below to register

Retrieve your password

Please enter your username or email address to reset your password.

Translate »