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Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
 
Clawers are glass cannons, make no mistake. Having about 28% the health of a [[Grizzly bear]], individual clawers are weak combatants. However, with a dedicated tank or swarm of other clawers, they'll put up an impressive (and quick) fight. A pack of four can take down a Thrumbo on their own and only receive a handful of hits in the process. Their excellent DPS and armor penetration helps against any foe.
  
As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dryad to grow up.
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As far as combat animals go, clawers excel not only because of their combat capabilities, but also because they are arguably the most disposable pawn in the game. A leg shot off normally means a forever crippled [[warg]], and a crushed jaw results in your [[bear]] no longer able to haul. [[Animal]]s also take effort to train. All this is before considering that colonists can [[bond]] with them. While animals will bleed out, downed dryads can safely sit on the floor without risking death, and hop in a pod for 3 days to come out good as new. Even if killed, it will be replaced naturally by the tree after 13 days; 8 for the tree to grow, and 5 for the dyrad to grow up.
  
 
With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.
 
With the ability to take [[Go-juice]] or even [[Luciferium]] in a pinch and shrug off any unlucky side effects with a healing pod, clawers push their endurance to their limit, making them devastatingly effective forays into melee range. They have two main costs. A connected pawn gets a small -2 mood debuff per dryad death, but if the connected pawn tends to the dryad, then they can [[bond]]. The bigger drawback is that maintaining a gauranlen tree takes a significant amount of time to prune (using Plants skill) - possibly more than training animals. Overall, if you expect frequent combat and can play to their strengths, clawers can be extremely competitive combatants.

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