Topic 21: The Orc Warrior

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Topic 21: The Orc Warrior

Post by Essence Team » Mon Feb 04, 2013 7:32 am

In this topic I'll talk about the Orc Warrior.

1) The Orc Warrior is a hero character, that can be chosen by you to play with.
2) The Orc Warrior is from the race of Orcs. This means that all cards, skills and combos that are labelled with "Common for Orc" will be usable for the Orc Warrior.
3) The Orc Warrior is Melee hero class. This means that all cards, skills and combos that are labelled with "Common for Melee" will be usable for the Orc Warrior.
4) All cards, skills and combos that are labelled "for Orc Warrior" will be usable only for the Orc Warrior hero character.
5) In the hero profile section you can change your Orc Warrior's appearance. For some Credits you will be able to purchase more visual customization options.
6) Starting parameters:
- 60 Hit Points
- 30 Energy Points
7) The stat point cost of the hero stats of the Orc Warrior are:
- cheap stats: Hit Points and Might
- average stats cost: Energy
- expensive stats: Resistance and Regeneration
8) Stats investment strategies:
- boost your Energy Points first - you don't want the enemy to cripple your Energy Pool and make you unable to play any cards;
- after you boost your Energy, you can invest most of your stats in Hit Points and nothing else. This strategy is advised if you have very strong damaging cards and don't need the Might so much. But you should know that in this case you must kill the enemy within 8 turns - the long combats will not be profitable for you (see example 1).
- after you boost your Energy, you can invest most of your stats into Might and just small amount into Hit Points. This strategy is advised if you have all kind of cards, some heals, some defences and can survive longer combats. But you should know that in this case you must prolong the combat to more than 8 turns - the short combats will not be profitable for you (see example 2).
- you can try the strategy with more Hit Points or more Might or something hybrid, the best stats investment depends on your playing style and tactics. You can always make a stats reset and try another strategy.
9) Cards and Combos profile:
- over average attribute values: Damage, Bonus Damage
- under average attribute values: Defence, Reduce Opponent's Damage, Reduce Opponent's Defence, Heal, Reduce Opponent's Heal
10) Core strategy: short combat, attack, attack and attack!
11) Core strategy profile:
a) Against another Orc Warrior:
- Low levels (1-20): Your stats boosts don't have a big influence on the combat, so here just try to kill the other Orc Warrior before he kills you. The reckless attack is usually the best strategy here as both of you don't have a lot of healing and defending capabilities.
- Medium levels (21-40): Try to gather buff cards, use basic combos, smart stats distribution. Here you should have the full Energy Points you need and you should be able to play any cards (including Mythical). The Might can help you drain his HP faster (if he has boosted mainly his HP), but he will be dangerous as well, so some HP investments from your side is also advised.
- High levels (>40): The stronger your cards are, the more combos you use, the smarter combat length management you enforce according to your (not his) stats distribution, the higher your chance to beat him.
b) Against Human Rogue:
- Low levels (1-20): Here you'll still have low Energy Points and the Hero Special Card of the Human Rogue will reduce your Energy Points almost to zero for one turn. This means that you should be prepared to have 1 turn with no action against him and this is the main reason for you to invest your first stat points into Energy. If you manage to compensate this Energy cripple, and consistently damage the Human Rogue as he doesn't have a lot of heal, you can beat him with ease as you have more damaging cards. More investment in Might will compensate his Resistance and even less investment in Hit Points than him can grant you with higher Hit Points.
- Medium levels (21-40): Here the Energy Points boost is a must. Until these levels you must have increased your Energy Points to the optimum max level in order to negate the Hero Special Card of the Human Rogue once and for all. If you continue with your consistent strategy, you have all the chances to smash him, but be aware that the Human Rogue will start using more buff cards and combos so be prepared to use buff cards and combos as well. More Might is good strategy here, because the Rogue will have more likely less Hit Points than you, high Resistance and he'll also want a longer combat.
- High levels (>40): This is the hardest combat for you. At high level, the Human Rogue is the most inconvenient opponent for the Orc Warrior. He has either high Resistance and Defending cards or higher Hit Points than you (if you have invested mostly in Might). He has very strong combos, can defend most of your attacks and in the meantime he can deal a good damage to you. Nevertheless if you play smarter, use more combos, stalk the enemy when he tries an attack (and less Defend) and smash him with furious counterattack, you will have chances to beat any Human Rogue.
c) Against Elf Keeper:
- Low levels (1-20): Here you'll still have low Energy Points and the Elf Keeper has a lot of Reduce Opponent's Energy cards, so be very careful. In some turns you'll have to play the weakest (and cheapest in Energy) cards just to deal some damage to him. The good news is that at low levels the Elf Keeper also needs to invest in Energy Points and he'll have very low Hit Points and small amount of Regeneration. So as long as you deal with the Energy issue, you should not have problems to smash any Elf Keeper. More Hit Points or more Might from you - in both cases you'll have advantage.
- Medium levels (21-40): Here the Energy Points boost is a must. Until these levels you must have increased your Energy Points to the optimum max level in order to negate Reduce Opponent's Energy cards of the Elf Keeper once and for all. Strike hard the enemy and don't let him heal a lot. TheElf Keeper will have either reasonable amount of Hit Points or more Regeneration, but never both, so try to finish him faster if he has invested more in Regeneration and attack him consistently if he has more Hit Points. Don't forget to use more buff cards and combos to negate the combos of the Elf Keeper, as he knows that they are the only key to beat you. You shouldn't have problems killing any Elf Keeper at this levels.
- High levels (>40): This is the easiest combat for you. The Elf Keeper has either high Hit Points (but still less than you) with some Regeneration, that can be negated by your Might or smaller amount of Hit Points with huge amount of Regeneration. He will surely have more Regeneration than your Might even if you have invested mostly in Might (if he has decided to invest mostly in Regeneration). So here a long combat is not an option for you. Prepare a Collector Deck with the strongest possible damaging cards, strong damaging combos and try to finish the Elf Keeper in a few turns (here the Might is more valuable). Be careful though - if you let him heal and prolong the combat, he will slowly drain your Hit Points and he will heal most of your damage and stay at his max hit points. Eventually you will use most of your Collector Deck cards and will not be able to deal a lot of damage in a few turns and you will lose the combat for sure. This is an unacceptable scenario for you - it's even better to stay frosty the first few turns - just to gather enough fire power and than start a massive attack at the Elf Keeper in 2-3 turns. The high level Orc Warrior, using strong combos and damaging cards can deal huge amount of damage. Remember, that the Elf Keeper will not be able to heal if you kill him first (the damage calculations occur before the healing calculations). Also - the Elf Keeper has a lot of cards with high Duration and cards that can boost even further their Duration. So keep some Reduce Opponent's Duration and/or Dispell card (collect all active cards from the table) in your Collector Deck just in case.



Example 1:
You have 28 stat points to invest.
Case 1: You invest all of them into Hit Points. This means 28*(5/4) = 35 Hit Points.
Case 2: You invest all of them into Might. This means 28/7 = 4 Might.
In the first case if the combat is long 8 turns, you will have 35 HP more. In the second case if the combat is long 8 turns, you will deal up to 8*4=32 damage within these 8 turns (if you have played in each of these turns at least 1 card with attribute "Damage", because Might acts as "Bonus Damage" and needs pure Damage to be activated). So if the combat is long 8 turns or less, you have more net value in the 35 more HP than in the 32 more damage.

Example 2:
You have 28 stat points to invest.
Case 1: You invest all of them into Hit Points. This means 28*(5/4) = 35 Hit Points.
Case 2: You invest all of them into Might. This means 28/7 = 4 Might.
In the first case if the combat is long 9 turns, you will have 35 HP more. In the second case if the combat is long 9 turns, you will deal up to 9*4=36 damage within these 9 turns (if you have played in each of these turns at least 1 card with attribute "Damage", because Might acts as "Bonus Damage" and needs pure Damage to be activated). So if the combat is long 9 turns or more, you have more net value in the Might and the more damage you deal than in the 35 HP.


That's it, check the other topics as well!

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