Worgs are the larger cousin of the Wulf, and are also close relatives of the Winter Wolf and Demon Hound. They are very fast, can dodge melee attacks, and have moderate resistance to magic.
Overview[]
Cunning fast beasts that can dodge melee attacks and resist magic attacks.
Worgs are difficult enemies to kill. They are fast, ruling out most artillery as an option; their magic resistance and high hit points allow them to bypass magic and archer towers, and their ability to dodge melee attacks and high damage nullifies the effectiveness of barracks. They also tend to come in numbers, multiplying their deadliness. However, with a bit of strategic positioning and proper upgrades, these beasts can be torn to shreds quickly and effectively.
Worgs do not activate Graveyards when killed, because they are beasts, not humanoids.
Strategy[]
- Worgs can be stalled quite reliably with Barracks and Reinforcements, but their ability to dodge melee attacks makes them difficult for soldiers to kill.
- Archer Towers and/or a Hero are good way to take them out efficiently.
- Artillery is also a solid option since the Howitzer can blow Worgs out with a good few hits; however, these towers require the use of soldiers to stall the Worgs or else the bombs will miss.
- Mages are the only tower type that is generally bad against Worgs, as Worgs possess magic resistance and move quickly, getting out of range of mages quickly without suffering much damage.
Trivia[]
- A total of 1253 Worgs appear throughout all of the levels in the game, thus making it the most frequent enemy in Kingdom Rush.
- Game files name: "enemy_wolf"
Appearances[]
Overview[]
These tough and dangerous Worgs are slower than a Wulf, but much more dangerous.
Traits[]
Dodge: 25% chance to dodge targeted melee attacks
Skills[]
Strategy[]
- They should be dealt with quickly before they can reach the player's units, but their dodge chance should not be forgotten and they have strong attacks combined with fast speed.
- If you need to tank, the Knight or the Dark Knight are the best options. Note that you can avoid the bleeding damage from Puncture by simply skipping the Knight's turn, which will also give the Fortify boost. Meanwhile, your ranged units can attack the Worg, safe from harm.
Appearances[]