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Basic |
Deals 120% ATK to a single target. |
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Ultimate |
Deals 5-hit combo to all targets, inflicting direct DMG equal to 130% (Ultra-Ultimate: 170%) of Max HP. |
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Passive |
Gain 60% (Extreme Passive: 70%) (Awakened Passive: 80%) [Special Evasion].
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Awaken Passive |
Upon entering battle, gains [Non-Crit Undying] for 6 turns. |
Deals %Max HP as both Direct DMG and True DMG, bypassing DEF, DMG Free, and sharing mechanics — ideal against tanky and shield-heavy teams.
Each strike of his Ultimate (5 hits) applies [Specialized Breakthrough], removing DMG Ignoration multiple times, perfect against high-defense or revive-based units.
Buffs his own True DMG output by up to 35% (Ultra-Ultimate), scaling further with each use for devastating follow-up damage.
Starts battle with 60–80% Instant DMG Evasion and is immune to Deterrence, Stun, Specialized Stun.
His [No Crit No Death] effect protects him from dying to most hits for 6 turns — critically important for first rounds.
Permanently gains 100% Crit Res Rate, and resists fatal Crit hits up to 9 times (Awakened 2), heavily counters Crit-based units like Flashy Flash or Genos.
Reflects 200–300% Max HP as True DMG on successful [Block] — punishes attackers with potentially fatal damage, especially in AoE scenarios.
Bypasses most protection mechanics. Excellent at taking down Core units, Revive units, or Shield-based tanks with his True DMG + Max HP mechanics.
Not only improves survivability but also synergizes with the reflect effect, making him both tanky and punishing.
While powerful, his DMG is ineffective against units with HP cap protections, or those that can negate %HP damage mechanics (e.g., some future Heroes or URs).
Unlike UR Pig God or UR CE, Garou offers no protection, buffs, or control debuffs to the team. Purely a selfish DPS unit.
Cannot Lock, Stun, or otherwise disable enemy actions. Needs to be paired with utility/control units for balance.
Multi-strike + high %Max HP damage may result in overkill, which is inefficient unless targeting tanks.
If the enemy comp doesn’t rely on DMG Ignoration or isn’t shield/tank-based, his specialty advantages are underutilized.
While self-sufficient, Garou performs best when paired with energy-boosting or sustain units, as he lacks regen, healing, or energy generation himself.
His true tankbuster form (100% HP retain, 9x crit death resist) only fully unlocks at Awakened 2, making him BT and resource-heavy.
While he avoids control, he isn’t immune to buff removal, meaning [True DMG Boost], [No Crit No Death], or [Instant DMG Evasion] can be stripped.