Overview
Wargs are the stealth melee classes, hit and run are their specialty as well as pouncing freeps and siabling minstrels with interrupts and silences. The warg also makes an excellent scout with their speed and stealth, use them liberally to watch critical approach corridors to set up ambushes for roaming freep groups.
Skills
| Skill | Effect | Cost | Duration | Cooldown |
| Claws | 159 common | 77 | ||
| Crippling Bite | 25% cripple | 50 | 30s | 10s |
| Disappear (R2) | +10 stealth | 10s | 10m | |
| Eye Rake (R6) | Interrupt | 42 | 15s | |
| Pounce | 138 common, stun if from stealth, chance for knockdown if crippled | 42 | 10s | |
| Savage Fangs | +10% attack duration, -22% block | 65 | 20s | 10s |
| Sprint | +100% run speed | 50 | 20s | 10m |
| Stealth | Stealth, decreased movement speed | Toggle | 10s | |
| Tendon Shred (R3) | 138 common, 5s knockdown | 65 | 5m | |
| Throat Rip | Silence | 65 | 1m |
Traits
Class Traits
| Trait | Effect | Rating |
| Enhanced Skill: Sprint | -300s sprint recovery time | 4/5 |
| Enhanced Skill: Stealth | +3 stealth, +20% stealth run speed | 5/5 |
| Long Strides | +5% run speed | 3/5 |
| Rallying Howl | +273 morale + 273 every 4s for 20s for group | 5/5 |
| Resistance Boost | +3% Song, Cry, Physical, and Tactical Resistance | 1/5 |
| Shadow Fang | Sets damage type to shadow | 5/5 |
| The Element of Surprise | +20% crit chance when attacking from stealth | 4/5 |
Recommended Corruption Traits
[Chenobyl, Elendilmir]
As a warg, you want to do a great deal of damage from stealth in a short period of time then get out of there before being killed. As such, slot anything that gives more damage such as Damage for Power, Health for Power, and Damage for Health. For the last two traits, consider slotting Physical Resistance and Tactical Resistance. Those two together boost each 5%, handy in resisting loremasters more frequently
One quick note: the Guardian's skill "Turn the Tables" is a ~melee range skill. Thus, for non 1v1 situations, it can pay off tremendeously to "pounce and run" as, not only does the guard lose all BPE, but they also stay stunned for the duration of the effect (vs. using Turn the Tables which unlocks them right away). This usually allows other group members to burn him down quickly. I have yet to pounce a guardian who was quick enough to "Turn the Tables" before I got out of melee range.