Wolvers are usually found in groups and can call out to their comrades to ambush an unwary adventurer. As knights progress through the tiers, Wolvers become more agile and move more quickly. Eventually the Wolvers will burrow underground and pop out, preparing to attack a knight from behind.
The Alpha Wolvers' three-hit attack is quite dangerous and harder to disrupt than most, often requiring multiple hits to interrupt, especially if your weapon is below their level (as will always be true in Danger Rooms due to scaling rules). It is often safest to back up and counter-attack after their combo is finished. Additionally, while they are focused on you, your allies can attack them from behind with impunity.
Many Cutter/Striker users tend to never use their charge attack on this family. However, if for any reason you want to, It is prefered that you charge attack just out of reach of the sword, letting the wolver come into the swords range.
Wolvers occasionally sit and bark. During this time, they do not dodge and any hit will knock them down. Alpha Wolvers bark as well, but won't be knocked down during this time.
If you can mange to pin a Wolver or Alpha Wolver in a corner, attacking continuously with a sword will usually prevent them from attacking or escaping, and you can finish them off easily.
In Tier 1, Alpha Wolvers can dash while their underlings lack special abilities.
In Tier 2, the Wolvers are more agile and can now dash near players and attack quickly. Alpha Wolvers can burrow and therefore effectively teleport around the room.
According to GM Coriolis, Wolvers appear to be particularly fond of biscuits but apparently still tend to bite the knight that feeds them! The fact was found in relation to a bug in which Tier 3 Wolvers can dig underground and exit the boundaries of the map, the phrase "Bad wolver, no biscuit!" was stated in response to the glitch.