Enemies

Enemies come in varying forms and sizes, all with the same goal of attacking and conquesting the Rifts to obtain their magic. The types of enemies you can encounter are: the common and regular minions, bigger and more threatening Boss minions and the special hired Mercenaries.

In Orcs Must Die! Unchained, enemies attacking are from the opposite faction than the Maps you are defending the Rifts on. Most maps are from one of the main factions: Order or Unchain, so attacking minions will be of the other faction and possibly combined with their allied factions.

## Minions

**Minions** are the common enemies. The incoming waves of enemies are mostly composed of minions. They are from different races and Factions.

Minions can be considered of the following types:

* Hunters: Their focus is on the heroes, they will target the Heroes that are in their path to the rift. They don't score Rift Points.
* Barricade threats: They can destroy your barricades, some will search for Barricades around the map to destroy them. They show as yellow dots in the minimap.
* Large minions: They are like regular minions but aren't affected by Physics Traps. They show as bigger red dots in the minimap.
* Runners: They are regular minions but ignore everything to rush to the Rift.
* Support minions: They support other minions by shielding, adding movement speed or healing them.
* Shielded minions: They are immune to frontal attacks which protects minions behind them.

Only Hunter Minions can be damaged by Big Game Hunting Traps.

Their goals change from type to type but all have as ultimate goal to reach the rift. All of them have different stats and abilities, you can see that in detail in the list below.

## Bosses

**Bosses** are bigger and stronger enemies with special abilities that will rush to the Rift Like regular minions. They have much more Health Pointsand are considerably Bigger than minions, paired with their special abilities, they are a bigger threat and shouldn't be ignored. They also score more points if they reach the rift.

Their primary goal is to reach the rift and score but most of them also have abilities to help themselves and the wave of minions to accomplish it. Their abilities focus on disrupting players and their killboxes. Some examples of these abilities are: being immune to Crowd-Control Effects (CC), Resurrecting minions, Buffing nearby minions with extra damage or health, Disable traps, Destroy barricades, etc.

* **Bosses** can be damaged by regular traps but also by Big Game Hunting Traps.

* **Bosses** show as big Stars in the minimap.

### List of Bosses

* All

Detailed View

Bulgod the Armored Ogre

Commander Tower

Dread

Gaeadin the Earth Lord

Grenwalde the Nature Lord

Iceberg the Ice Lord

Infinite Bulgod

Infinite Swiftyhooves

Infinite Tubifore

Lyzander, Cult of Death Resurrector

Mr. Moneybags

Orfum the Mountain Troll

Sarge

Scurvy Rumrudder

Snowflake the Yeti

Swiftyhooves

TikLik the Hobgoblin Shaman

Tubifore

Urza the Fire Lord

Vitality the Cyclops Resurrector

## Mercenaries

**Mercenaries** are special enemies which mission is mostly to support the regular minions and Bosses, helping them in their mission of reaching the Rift. **Mercenaries** have special abilities that focus in making easier the path for the **Minions** by either escorting them or by being an annoyance to the players. Abilities range from disabling traps and attacking heroes to shield, heal and escort minions.

* **Mercenaries** can't be damaged by regular traps, only with Big Game Hunting Traps and Heroes attacks.

* **Mercenaries** show as small Stars in the minimap.

* **Mercenaries** always drop Pick Ups when killed.

### List of Mercenaries

* All

Detailed View

Bouncer Bear

Chaotic Kobold

Dwarf Priest

Gnoll Breeder

Human iMage

Pride Assassin

Teacup Gnoll

## Unstable Rifts

Unstable Rifts are small rifts that appear at different locations and at unexpected times. These unstable rifts spawn a small wave of Minions or even a Boss. Players are warned when an unstable rift appears, giving players a short time to attack and destroy it before it spawns additional **Enemies**. If a team or player fails to destroy the unstable rift while it is spawning, it will open and allow an additional enemy army to enter the Battleground and attack the Rift.

They start appearing at Master level difficulty in Survival and above, they will appear with no restriction in Endless and at Sabotage from the use of Spells. Chaos Trials have the same restriction as Survival. In Sabotage, the rifts summoned from Spells will spawn **Enemies** equivalent to one of the additional enemies existing cards.

Unstable Rifts show on the minimap as a yellow attention sign during the first 5 seconds of spawning and then they show as a Red Rift icon for another 25 seconds together with a radial timer. They take 30 seconds to open after they are first announced.

Unstable Rift appearing locations are a preset small amount of location, however, they spawn randomly in any of the preset locations. All maps have 3-10 different appearing locations for Unstable Rifts

## Factions

 Order

 After Maximilian and Gabriella stopped the 2nd invasion they decided to restart the failed Order, but "do right this time, whatever that means." - Maximilian. They recruit and train fellow War Mages to defend the rift fortresses against the waves of Orcs. **The War Mages** lead the armies of the Order to retake the lands taken by the Unchained.

Unchained

 Led by Bionka and her generals, they seek to capture all the rifts and rift fortresses.

"The Unchained, it turns out, is some sort of collection of folks who feel as though they got the short end of the magical stick. Many have been stuck on dead worlds for ages, some simply are not content with what they have and want more, and others just like making bloody messes; but all of them feel generally that they should be able to use the Rifts and Magic as the will and that somehow the Order (you should hear them speak of us!) is going around sticking their noses where it doesn’t belong, trying to keep Magic out of the hands of the free people, closing Rifts and interrupting people’s ways of life." - Cygnus (Message in a bottle 18)

 Elementals

 Elementals crave certain Rift magic, so will be commonly found near Rifts. "*Elemental spirits rise when there is strife and turmoil and when magic is misused.*" They will fight for whichever side benefits them the most.

 Frost Clan

 The Frost Clan is a clan of Orcs that were inadvertently imbued with frost magic by Tundra.

"My, I... seem to have underestimated the strength of my spell. No matter, they will still die by my claws!" - Tundra, Oathkeeper of Arctos

Northmun

 Northmun originate from Deg Itan an icy mountainous region, their clan is led by Chief Beothran. Beothrans highest ranking thrane Hogarth commonly leads the **Northmum** in fights with the **Frost Clan**. The **Northmum** are allies with **Arctos**, and **Arctos Grizzlies** join their numbers during fights.

"I have heard much about the Northmun: that they are brutish, stubborn, fearless, and only appreciate humor if it involves bodily functions. But after spending so much time in this icy wilderness, I feel I must respect a culture that can withstand its fury." - Professor Hieronyma.

 Fire Fiends

 Fire Fiends follow the commands of the Elemental **Fire Lords** and are willing to die for them.

Pirates

 Pirate Orcs take to seas, they are less interested in rifts and more interested in Booty. But will happily attack rifts when getting paid. The most famous Pirate is Scurvy Rumrudder, who leads his crew to victory.

Wu Xing Dynasty

 Masters of the Five Elements - The Wu Xing Dynasty are enemies of the **White Cloud Empire** and come from a different world to Yi-Lin.