

TOMAHAWK TOSS
Active skill - Deals 750% damage to 2 random enemies. If the target is Bleeding or Burning, then deal an additional 150% damage. If this fighter is currently Bleeding or Burning, heal for 1000% of Attack and have a 65% chance to Purify self, removing all damage over time effects (DOTs).
Self-sustaining brawler with no mech-relevant mechanics. Tomahawk Toss hits 2 targets — irrelevant against a single boss. No multi-hit scaling, no energy generation, no team buffs.
Lone Wolf's ATK scaling on ally deaths actively conflicts with mech's need to keep all fighters alive. Nature's Blessing's +50% HP/ATK are strong base stats but don't compensate for the kit's mech failings.
Lone Wolf snowball potential in Smash. Each ally death grants +50% ATK and +50 Speed for 7 rounds — in a 6v6 Smash brawl, losing 3 allies means +150% ATK and +150 Speed. Tomahawk Toss's 750% to 2 targets with DoT bonus damage hits hard.
Nature's Blessing gives +50% HP/ATK baseline. Self-heal on Tomahawk Toss (1000% ATK when has DoTs) adds survivability. Gets stronger as fights drag on.
Late-fight snowballer. Massive base stats from Nature's Blessing (+50% HP, +50% ATK, +80 Speed). Lone Wolf makes him increasingly dangerous as allies fall — at +150% ATK after 3 deaths, Tomahawk Toss hits for devastating damage.
Sharpened Blade targets lowest HP enemies, good for securing kills. Self-heal when afflicted with DoTs adds resilience. But no CC, no team utility, and early-fight impact is limited.
High raw damage but fundamentally misaligned with hard mode's team-oriented format. Tomahawk Toss (750% × 2) plus Twin Strike Fury's guaranteed second attack (562.5% true damage × 2) delivers ~2600% per skill use — respectable output. But Lone Wolf's scaling rewards ally deaths, directly conflicting with hard mode's need to preserve the team.
No CC, no AoE wave clearing, no team buffs, shields, or healing for allies. Self-healing from Tomahawk Toss when afflicted with DoTs (1000% ATK) and full HP heal on ally death provide individual survivability, but a fighter who contributes nothing to team success cannot justify a hard-mode slot over Kodiak fighters with CC, support, or AoE.
Self-sustaining solo fighter in a mode that demands team contribution. Twin Strike Fury's true damage and Lone Wolf's massive scaling per ally death (+50% ATK, +50 Speed, full HP heal, +30% Crit, +60% CD, +100 Energy) make him individually powerful if the fight goes long. Tomahawk Toss's self-healing at 1000% ATK when afflicted with DoTs adds resilience.
But Kodiak sewer teams need fighters who support the group — healing, energy generation, CC, team buffs — and Hawk provides none of these. His kit is entirely self-oriented, and the five available sewer slots are far better served by fighters with team-facing utility.
Self-scaling campaign brawler with strong late-fight potential. Nature's Blessing's +50% HP/ATK on a 75.8K ATK base creates excellent effective stats. Twin Strike Fury's guaranteed second attack at 562.5% true damage ignores armor scaling on late-game enemies. Lone Wolf becomes naturally relevant in campaign where ally losses are inevitable across extended stages.
Tomahawk Toss's self-healing at 1000% ATK when afflicted with DoTs provides multi-stage survivability, and Sharpened Blade targets the lowest-HP enemy to efficiently secure kills. No AoE wave clearing and no CC limit his progression speed, but his raw damage output and self-sustain make him a functional campaign brawler.
