Orc Champions are heavily armored orcs and the most commonly encountered enemies in Ruins of Acaroth. There is a variation of the Orc Champion riding a Worg, which is called the Worg Rider. Despite both Worgs and Orc Champions being in Legends of Kingdom Rush, Worg Riders don’t appear in that game, remaining exclusive to the original Kingdom Rush.
Overview[]
Orc champions are the elite fighting force of the goblinoid horde, equipped with heavy armor.
Strategy[]
- Mages should be used, since Orc Champions have a high armor rating. Upgraded Artillery also works well, especially for groups.
- One or two Teslas, along with some Sorcerers and/or Arcane Wizards are usually enough for even large hordes of Orc Champions.
Trivia[]
- A total of 198 Orc Champions (excluding the 60 that dismount after the death of a Worg Rider) appear throughout all of the levels in Kingdom Rush.
Appearances[]
Overview[]
These are the second strongest goblinoid melee units and the strongest orc melee units, and are usually only found only in the later stages of Krum'Thak's Dominion. However, on rare occasions, it’s possible to see one near the beginning. The only goblinoid melee unit stronger than the Orc Champion is the Ogre, but the Orc Champion’s effective HP against physical damage is higher than the health of the Ogre. This does not take into account magic attacks, which bypass armor, however.
Traits[]
Orc Champions do not have any traits.
Skills[]
Name | Cooldown | Type | Range | Effect |
---|---|---|---|---|
Melee Attack | 0 | Regular | 1 | The Orc's basic attack, deals [attack] ± 1 physical damage. |
Heavy Strike | 3 | Full Action | 1 | strikes an enemy with great force, dealing 5-9 physical damage and applying knockback. |
Strategy[]
- They have strong melee attacks and armor. They should be taken out with armor-piercing shots before they can utilize their attacks. The Orc Shaman can heal the Orc Champion and they are a strong pair. If there is a Orc Shaman, it should be taken out first.
- Note that their Heavy Strike is a full action, so it can be avoided by keeping your units at least 1 hex away.
- The Knight at level 2 can alternate between using Shield Bash and Hold the Line to tank against lots of physical damage.
Appearances[]