Orc Assault

## Skill Cards

**Bonecrusher**
 +10% crit chance.

**Victory Rush**
 +15% critical chance if any criticals scored last turn.

## Description

Orc Assault is a Clan Quest unlocked after completing Kamog and is recommended for players level 10 and above. It requires 26 victories to be completed within 7 days of opening the Quest.

The clan quest revolves around the temple of which Livia's Convent had used to reside before the Orcs had become too aggressive and overtaken the church. Now returning along the road to with the companions,

## Objective

The Objective of the Clan Quest is to defeat the Orcs's that come in different waves and wait until the boss Grom appears. When Grom comes at the last wave, the only Objective is to defeat him, meaning you don't necessarily need to kill the remaining enemies.

The Orcs have decent selection of cards that players generally get but also includes some Orc specific cards that they could use to their advantage.

Some cards include:

* Fighter: Headbutt, Sucker Punch, Wild Rush, Brutal Chop
* Priest: Bless, Martyrium, Protected by the Spirits (+2 range/ +2 armor)
* Archer: Scouting, Wicked Arrow, Tripwire
* All-Class: Cower, Inflame

The Orc's assault will appear at set intervals regardless if you had killed the previous Orcs or not.

* On the 1st turn Orc Shaman, Orc Scout and Orc Grunt will be beside the temple and will be the first enemies that engage the companions.
* On the enemy's 2nd turn, is when Orc Grunt and Orc Scout will appear from the northeast side of the forest road.
* On the enemy's 3rd turn is when Bonebreaker will appear from the north east side of the forest road.
* On the enemy's 5th turn end, is when your party leader will indicate something is coming from the south.
* On the enemy's 6th turn is when Korogh Spiritspeaker and two Orc Scouts will spawn south (where your party began).
* On the enemy's 8th turn end, is when your party leader will indicate something is coming from the temple in the west.
* On the enemy's 9th turn, is when Grom and Orc Shaman will appear in front of the temple gates.

## Strategy

Your new allies can vary and they benefit from team buffs so consider items that may help improve your success. Be prepared as 10 or more enemies in one round can be attacking your heroes.

When it comes to positioning your heroes, be careful as the enemy comes from every side of the map and you could be outflanked by the spawning orcs. The leader of the companions will indicate when the next wave from behind and the temple will come so maneuvering your party to have your tank and your supporting range troops in the right direction would help.

The Shamans have variety of buffs that you should target first. *Protected by the Spirits* grants all of the Orcs +2 range (if they are ranged troops) and +2 armor which is makes defeating the waves alot more difficult if you allow them to stack. The Scouts is all about the movement buffs/debuffs to your troops so pay attention to how you can reach the archers from an angle. The fighter orcs all have access towards hard hitting, varies debuff that will either remove your buffs or increase your mana cost for a specific hero. You have extra turns for when it comes to the Orcs appearing from the northeast side of the forest. You can allow them to walk to you instead of you going to them as the next wave of orcs will appear south.

Grom has an two ability that synergize and always gives between +15 to +30 critical chances if he manages to chain the critical hits together. You have additional turns in order to set up any heals/buffs before hand when he comes so defeating Korogh Spiritspeaker early allows you to reposition your troops better.