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Lone Wolf

Lone Wolf's −0.5 protectiveness is the largest swing in the data: the hero all but stops covering party-mates and spends every round on their own agenda.

Behaviour effect

How Lone Wolf nudges a hero's combat-AI parameters. Positive values push the behaviour up, negative values damp it.

  • Protectiveness-0.5

What Lone Wolf actually does

Minus 0.5 protectiveness. That single coefficient is the biggest protectiveness swing in the game in either direction, larger than Field Medic’s +0.42 and the +0.4 of Loyal and Team Player, and it’s all Lone Wolf is. When the combat AI scores the hero’s options each round, “cover, guard or aid a party-mate” is weighted down so hard that it almost never wins. The hero fights their own fight, start to finish.

What the trait pointedly does not touch matters just as much. Discipline is intact: a Lone Wolf still holds formation and follows role logic. Compare Insubordinate, which pairs a shallower protectiveness cut (−0.18) with a discipline cut and produces a hero who wanders and won’t cover. Courage is intact: this is no coward. Recklessness is intact: they take no extra risks. A Lone Wolf is, precisely, a professional who has resigned from exactly one duty: everyone else’s safety.

What −0.5 costs, and what it buys

Everything this trait does shows up as absence in the delve report. When a party-mate takes a bad round, no interposition comes from this hero. When the healer is cornered, the Lone Wolf finishes their own target first. The entries that a Loyal report fills with covering and aid actions simply aren’t there, and with four heroes in a permadeath game, a party-mate bleeding out one square from an ally who won’t step over is how legends die to trash floors. Attrition conditions sharpen it: on cursed or flooded floors where every unanswered hit compounds, the uncovered party-mate is the crack the delve breaks along. Scan your reports for casualties who died within reach of the Lone Wolf. That’s the trait’s signature, and the count tells you whether your party structure is absorbing it.

Now the other column, because it exists. Guard actions cost a quarter of your round in a four-hero party, and high-protectiveness heroes spend them in fights that were already won. A Lone Wolf never pays that tax. Every round of every fight is output toward their own assignment, which makes them one of the most action-efficient heroes you can field: fights where the Lone Wolf is your primary damage dealer end measurably harder and faster on their side of the ledger. The trait doesn’t make a hero worse at fighting; it makes them worse at belonging to a party of four.

Building around it

Building around Lone Wolf means paying the guard bill somewhere else. The clean shape is the one this family keeps producing: a −0.5 finisher next to a +0.4 guardian. A Loyal or Team Player anchor (or a Field Medic support) covers everything the Lone Wolf abandons, and the Lone Wolf converts the freedom into kills. Hammer and anvil, with the roles written into the coefficients. Check the four in the synergy planner before committing, since a named pairing can make or break the shape.

Where the trait is disqualifying: healers and support, whose entire kit the AI now refuses to point at the party (a Lone Wolf healer is a contradiction the fight engine resolves in the worst way), and anchors, whose job description is the exact behaviour being suppressed. Two Lone Wolves in one four is a party in name only. And avoid stacking it with the other selfish coefficients (Vain −0.3, Arrogant −0.2, Greedy −0.15) unless one designated guardian is carrying all of them; every additional negative is another duty landing on the same shoulders.

Recruiting and when to walk away

Discounts on Lone Wolf heroes are real, and sometimes they’re the best value on the board. The market punishes the name, but on a pure damage role in a roster that already owns a top-tier guardian, the trait’s cost is nearly all absorbed by structure: you’re buying star attributes at a temperament discount and paying the difference in roster design you’d done anyway. If the raw output case needs numbers, run the party through the dungeon yield planner with and without the signing.

Walk away when the discount is doing the arguing. A Lone Wolf into a four with no guardian, or into a support role, is a funeral on layaway. Age changes nothing; behaviour coefficients hold while attributes fade, so a declining Lone Wolf keeps all of the selfishness and less of the output that justified it; they make poor sentimental keeps. At oath time, treat renewal strictly on performance: the name suggests a hero who’d walk anyway, but the data confirms no such hook, so don’t let flavour negotiate for either side.

Version history

Patch after patch, the −0.5 has stood: identical in every build from v1.9.6 through v2.1.8, no softening, no riders added. If you build the guardian-and-wolf structure, the wolf half is as stable as the game gets.

Unchanged since v1.9.6

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20889268 Ic[id="lone-wolf"]; @20864204 OG()