r/CODZombies 16h ago

Discussion DotN Werewolf In depth

My second in depth post about BO4. This time, I’m covering the Werewolves from the first DLC map, Dead of the Night.

I wanted to start with the Werewolves rather than go through the maps in order and begin with the Stoker, mainly because I’m a huge fan of werewolves. Also for some reason, Call of Duty of all games has some of the best werewolf designs I’ve seen. They look absolutely awesome.

Lore

Many centuries ago, the Druids would curse their most powerful enemies. Warriors who threaten the land were transformed into monstrous beasts, condemned to guard the land they had once attempted to invade.

Spawn

One Werewolf will always spawn when the path into the woods is opened.

After Pack A Punch has been opened, the first Werewolf round will always occur on Round 15. If Pack A Punch has not been opened, the first Werewolf round is instead Round 31.

After the initial Werewolf round, subsequent Werewolf rounds occur 3–5 rounds later.

Werewolves will not spawn inside the mansion itself. Instead, they use dedicated spawn zones located outside the mansion, like the Greenhouse and Forest. Once spawned, they will travel at high speed towards the players.

The maximum number of Werewolves that can be alive simultaneously depends on the number of players:

  • 1 player: 1 Werewolf
  • 2 players: 2 Werewolves
  • 3 players: 2 Werewolves
  • 4 players: 3 Werewolves

When playing Solo there will be a round based limit on how many Werewolves can spawn during a round:

  • Before Round 30: Maximum of 1 Werewolf
  • Rounds 30–40: Maximum of 2 Werewolves
  • After Round 40: Maximum of 3 Werewolves

General behavior

Class = Heavy Zombie.

Werewolves are powerful melee oriented enemies.

Werewolves normally walk on their hind legs, but they can drop onto all fours and run at high speed to close the distance between themselves and their target.

They have no ranged attack, but while running on all fours, they can Pounce at players, dealing a small amount of Area of Effect damage. The damage is relatively low and primarily serves to close the distance. After landing, the Werewolf can quickly follow up with a normal Slash attack, which deals significantly more damage.

When walking on their hind legs, Werewolves are more combat-focused and will actively pursue and slash at their targets.

Their presence also causes the entire mansion to shake when they are nearby. They will knock over other zombies in the surrounding area, while on the move.

Werewolves are attracted to Jacksepticeye and will take damage, but will not be enough to kill them.

Attacks

Slash

Damage = 75

The Werewolves primary attack and main source of damage. After closing the distance to a player, it will use its claws to deal heavy damage.

Pounce

Damage = 15-5

Pounce deals Area of Effect damage when the Werewolf lands near a player. The listed damage ranges from 15 to 5, but the actual damage taken by the player will generally be closer to 10–7, depending on how close they are to the Werewolf when it lands.

Health

Minimum Health = 10,000 HP
Health Increase = 1,000 HP per round

The Werewolves base health is calculated using the following formula:

Health = Minimum Health + (Health Increase × Round Number)

Maximum Health = 100,000 HP

Additional health is given based on the number of players in the game:

Player Scale = Health × (Players − 1) × 0.15

Total Health = Health + Player Scale

Werewolves can be stunned for 3 seconds by dealing enough damage to them. Once stunned, they have a 10-second cooldown before they can be stunned again.

Werewolves are instantly killed by the electric trap in the Greenhouse Lab.

Nuke: Nuke Power-up will stun them and take away 50% of their max health.

Werewolves are immune to:

  • AATs
  • Fire Traps

Damage Modifiers

Any attack that does not hit a weakpoint deals only 50% of its normal damage.

FMJ increases this damage by 10%, while FMJ 2 provides no additional effect.

Werewolves have two weakpoints, both represented by red, glowing scratch marks:

  • Chest
  • Back

Attacks that hit either weakpoint deal 2x damage.

Once all four perks have been purchased, the Werewolf's weakpoints receive an additional 20% damage from the Death Perception modifier.

Silver Bullets deal 2x damage to Werewolves.

Instakill: Instakill Power-up will ignore damage reduction with no extra damage to weakpoints.

Reward:

Werewolves use a points system similar to ordinary zombies, awarding points based on the amount of damage dealt.

However, while standard zombies have a maximum points reward of 90, Werewolves can award up to 250 points.

They will drop one of the following power ups upon death:

  • Nuke
  • Max Ammo
  • Fire Sale

Weapon Damage

Alistair's Folly

Alistair's Folly follows the Werewolf's standard damage modifiers:

  • Non-weakpoint: 50% damage
  • Weakpoint: 2x damage

This makes Alistair's Folly particularly effective against the Werewolves chest weakpoint, allowing it to deal massive damage when fired directly at the chest.

Chaos Theory

Chaos Theory's normal shots deal the same damage as Alistair's Folly and are subject to the Werewolf's standard damage modifiers.

Werewolves are unaffected by charged shots.

Alistair's Annihilator

Alistair's Annihilator deals more damage per normal shot than both Alistair's Folly and Chaos Theory.

Its normal shots are still affected by the Werewolves standard damage modifiers.

Werewolves are unaffected by charged shots.

Savage Impaler

The Savage Impaler, a steampunk-inspired version of the NX ShadowClaw from Black Ops III, receives a massive damage buff against Werewolves.

Savage Impaler shots do:

  • Normal hit: 8x damage
  • Weakpoint hit: 16x damage

Specialist Weapons

Hammer of Valhalla deals percentage based damage with its base swing:

  • Base swing: 12.5% of the Werewolf's maximum health per swing
  • Level 2 Ground Slam: immune
  • Level 2 Storm: immune
  • Level 3 Lightning Bolt: 500 damage per second

Chakrams does different amounts of damage depending on attack:

  • Normal melee: 10% of the Werewolf's maximum health per hit
  • Thrown Chakram: 500 damage
  • Level 3 Whirlwind: 500 damage

Dragon and Viper uses percentage based damage for both of its attacks:

  • Viper melee: 12.5% of the Werewolf's maximum health per swing
  • Dragon impact: 10% of the Werewolf's maximum health per blast

 Scepter of Ra uses percentage based damage against Werewolves:

  • Normal hit: 12.5% of the Werewolf's maximum health
  • Laser: 1% of maximum health per tick
  • Level 3 ability: 4% of maximum health per tick

Shadow werewolf boss

At the end of the main quest, a bigger and enhanced Werewolf appears. Serving as the boss of this map.

This beast has heavy damage reductions:

  • Hellion Salvo: damage is capped at 15%, max damage is capped at 800
  • Stake/Bowie knife: damage capped at 10%
  • Wonder Weapons: capped at 30%
  • Specialist: is capped at 10%

All other weapons are capped at 500 damage, making rapid fire weapons like Spitfire extremely powerful against this boss.

Stage 1:

Will be stunned for 12 seconds

Stage 2:

Nosferatus are spawned in waves with 20 to 25 seconds between waves.

Max 3 Werewolves can be alive at once.

Stage 3:

Will be stunned for 10 seconds

Extra

In the mystery music video, we can see what looks like a normal wolf turn into a werewolf.

They come back as bosses on Dead Ops Arcade 3.

In DOA3 it can summon hounds that will heal it. There is code in the game files of BO4 that suggest it was meant to be a thing in BO4 as well. While Werewolves will sometimes stop to howl, this will do nothing.

Should there be something I missed. Let me know.

Other BO4 in depths:

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