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but the Overlord pit fights are really bad, i actually made a super powerful Orc with cheat engine, sent him into overlord pit fight, got head bashed in after a minute
oh and an identical gang too, but thats more for aesthetics, the AI seems to know which is the real one
sadly each orc can only hold so many traits, and even sometimes adding new ones gets overrided by the original
For maggot/warrior/champion pits: You can check the level, strengths, and weaknesses of the orc before sending in one of yours. Use that to your advantage.
Don't waste your money upgrading any orc that doesn't have either "enraged by injury" or "enraged by everything" traits. Enrage conditions are THE determinant of an orc's pit-fighting ability, followed by the weaknesses that daze them. If your orc has "enraged by fire" give him a fire weapon so the fire can spread to him and enrage him. I wouldn't waste a legendary training order on any orc that doesn't have at least 2 rage triggers, one of them being injury/everything/fire, no fear triggers, and only minor daze triggers.
Curse is arguably the strongest damage type against Talion, and the weakest against other orcs. Against orcs it does the same amount of damage-over-time as poison but without making them puke - it makes them easier to terrify, but that's irrelevant in the pits. Save your cursed fighters for overlord bodyguards, assign the excess as warchiefs, and send only your fire/poison types into the pits.
Being "epic" or "legendary" simply means having an epic trait or two. Some standard traits, especially powerful rage triggers, are WAY stronger than any epic trait. Don't be surprised when an enraged by everything AND enraged by injury orc without "exhaustion" (dazed after raging) 25 levels below your legendary wins; that's not just "bad luck", that's to be expected. Especially if your legendary had Curse Warder and Epic Determination or some other set of weak traits. They're practically just a standard orc that happens to drop blue gear.
Not all epic traits are created equal. Great strength is infinitely better than Curse Warder, for example.
There are some rare synergies of otherwise mediocre abilities that can make an orc insanely overpowered. I have a Commander that starts pit fights with a banner placed (no clue how, it isn't listed in his traits) and archers. The banner makes the archers enraged and spam the enemy so hard the knockback literally keeps him against the wall. He's won fights without ever touching his enemy. I made the mistake of giving this guy a caragor, which he keeps using to get in their way :(
Some abilities, like "no chance", "enraged by graugs/ghuls/drakes" etc. have no relevance in pit fights, but are great for fortress defense. Don't kill those guys in pit fights and then cry about it on Steam reviews.
But yes, I agree, the AI needs to be MUCH more aggressive in pit fights. They're outright cringeworthy to watch, and make you feel cheated when your orc stands there doing nothing and dies. We tend not to notice when the enemy does nothing and lets us win, so even though its technically balanced it FEELS horrible when its happening to your orc.
There's your answer.