Werewolf: Hunt and Teleport
What this page helps you decide: what to hold in reserve for a Werewolf, because the official counter is a survivability skill or a wall rather than a dodge.
The Werewolf is the single exception to this game's most repeated rule. The official Beastiary tells you to prioritise ranged enemies everywhere, then names one enemy that outranks them all: this one, in both its elite and boss forms. It is rated deadly, has a high health pool, cannot be stunned, and usually hunts alone. The reason for the exception is in the moves. Hunt has no indicator whatsoever, opens with a crouch, and almost always circles around your right shoulder to strike from your left. Side-stepping its non-basic attacks is described as a fatal mistake that can cost you your health bar or extra lives outright. This is the enemy where the standard dodge answer is explicitly wrong.

Why the wall trick works
Hunt has a described path rather than a described area: the Werewolf circles around your right shoulder and comes in from your left. That is a movement pattern, and movement patterns can be blocked by geometry in a way that area attacks cannot. The Beastiary states that hugging a wall on that side can slow the move down or interrupt it entirely, which is the closest thing to a hard counter published for any attack in this game. It also has a long cooldown, so a single successful interruption buys a large window. The practical version is to fight this enemy near a wall on purpose rather than in the open, which is the opposite of the advice for the Golem, whose Spin makes the centre of an arena the safest place.
Three moves and one of them is free damage
Teleport is a white and blue flash, and the warning attached to it is that it may chain immediately into another move, so the flash is not a safe moment. Hunt is the killer, described above. Roar is the gift: the wolf stops in place and emits a mid-range damage aura, which means it is neither closing nor repositioning while the animation runs. For a ranged character this is the window to unload; for a melee character it is the moment to back out of the aura's range and then re-engage. Between them these three moves describe an enemy that is dangerous when it is moving and harmless when it is stationary, which is the reverse of most things in this game.
What is not published
The Hunt's damage is described only as capable of draining you instantly. The cooldown is called long without a number, unlike the Orc whose eight-second rhythm is published. The teleport range is undocumented. There is no health value, only the high band, and no drop table for any enemy anywhere. Its map assignment is unstated: the official world guides for Starless Forest and Frozen Valley do not list it among their elites. The boss form, spelled Wereworld in the Beastiary's boss table, is not assigned to a map either. All three competing guide sites carry nothing on this enemy, which is the reason this page exists.
Step-by-Step
- Kill it first, ahead of any ranged enemy in the room. The Beastiary names it as the exception to its own priority rule, and repeats the exception for both the elite and boss variants.
- Do not side-step its non-basic attacks. The official wording is unusually strong: attempting it is a fatal mistake that can drain your health instantly or cost extra lives.
- Watch for the crouch, which is the opening of Hunt. There is no ground indicator for this attack at all, so the animation is the entire warning.
- Put a wall on your left. Hunt almost always circles around your right shoulder to reach your left side, and hugging that side is described as slowing or even interrupting the move.
- Hold a survivability skill or your ultimate for it rather than spending them on trash. Those, along with breaking line of sight behind obstacles, are the published answers to Hunt.
- Use the Roar as your damage window. It is a stationary mid-range damage aura, which means it is not chasing you while it happens - the Beastiary calls that the opening for ranged output.
Data Tables
| Move | Tell | Counter |
|---|---|---|
| Teleport | White and blue flash | Do not relax; it may chain straight into another move |
| Hunt | A crouch, and no ground indicator at all | Wall on your left, survivability skill, ultimate, or break line of sight |
| Roar | Stops in place, mid-range damage aura | Back out of range and use it as your damage window |
Source: official wiki Beastiary. Hunt is one of only two attacks in the entire page with no indicator, the other being Dracula's Aura.
Tips & Notes
- This is the only enemy the Beastiary tells you to kill before ranged enemies, which makes it a genuine exception to memorise rather than a preference.
- The boss form, Wereworld, has the same three moves with a notably lower health pool but a much larger attack range, so the wall trick matters more there, not less.
- Do not confuse it with the Dwarf Werewolf, which has very low health, can be stunned, and leaps at you on spawn.
FAQ
How do you beat the Werewolf in Iron Soul: Dungeon?
Kill it before any ranged enemy, keep a wall on your left so its Hunt is slowed or interrupted, and hold a survivability skill or your ultimate for that move. Do not side-step its non-basic attacks: the official page calls that a fatal mistake.
Can the Werewolf be stunned?
No. It is one of the stun-immune elites, and its boss form cannot be stunned either, since the official Starless Forest guide states no boss or mini-boss in the game can be.
Which side does the Werewolf attack from?
Your left. Hunt almost always circles around your right shoulder to reach your left side, which is why hugging a wall on that side is the published counter.
Sources
- Official Official Iron Soul Roblox Wiki - Beastiary — The deadly rating, stun immunity, the priority exception, all three moves with tells, the fatal side-step warning and the wall counter to Hunt.
- Official Official Iron Soul Roblox Wiki - Guide (Starless Forest) — The rule that no boss or mini-boss can be stunned, applied here to the boss form.