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9: negotiable Weaknesses (in my experience and opinion), beast fodder, if beast master this is a joke in a way due to insta beast kill and drakes poor dps, otherwise pair war chiefs with a Beast slayer BG. Morgai Flies Terrify/Daze Only consider terrify if you want an overlord (no nests in throne room) and Daze becomes a limited pick you moment resource
10: Caragor tips: NEVER HAVE CAPTAINS RIDING CARAGORS, EVER. the main reason why is if a caragor that has a rider that is a captain is hit with morgai fly nest has a chance in many a case to insta terrify, the status effect which makes a captain flee from combat. THIS CAN HAPPEN REGAURDLESS IF THE CPATAIN HAS IT AS A MORTAL WEAKNESS AND ESPICALLY IF THEY DON"T. SO war chiefs on caragors are a big no. side note even if another player does not know this, a captain who falls off a caragor is a free stun chain chance.
now thats it lol.
8-2. The worst Adaptation speeds are from "fast learner" orcs, these orcs can adapt to a tactic anywhere from 1-5 repeated uses of a tactic on average. Oh and If you hate defender orc captains.. wait til you fight one with alot of Anti-player immunes and "Fast learner" your gonna hate life for the next 20min trying to whittle em down unless you wanna gamble you own Orcs lives with such a monster. Luckily fast learner is kinda rare for all classes but slayers where it is more common to appear in.
Sorry for the wall of text but it was alot of info I hope can be useful here :D also sorry for the comment spam
8-1. Adaptations: these can make or brake ending a fight quickly and are rng based, however they seem more likely to trigger on constant uses like constantly in less then 60seconds vaulting over a captain or spamming them with quick throw knives. from my experiences all orcs CAN adapt to a tactic but does not mean they will if at all in a fight seeing as it can take anywhere from 5-30 repeat use of tactics for em to adapt. Importantly no orcs can adapt or counter glaive attacks so its your only safe option for orcs that have base immunes and adapt to your attacks.
7. Agile orcs: I find the best ways to deal with these orcs more so if frost proof AND Arrow proof (anti-pin, anti-CC) is they seem to not do as well against ranged orcs, Hunter and Archers, and don't seem to dodge them as often only issue is most agile orcs are, of course, very fast and will run down either your own orcs or you although you should try to take aggro, other strats would be Ologs vs agile orcs since Ologs love to grab alot i find then trappers or destroyers, trappers for bear traps to hopefully catch and stun the orc and destroyers cause AoE dmg
6. Enrages: you want all your captains to have easy to trigger enrages either via what orcs can do or what players can do. Fire, frost, poison and curse all being easy to trigger enrages alongside injury and mortal wounds and if you have orcs with those orcs with "blood thirsty" iirc the name of the perk (perk that makes a captain enrage when another does) are good to have in the mix. the other advantage to some of the elemental enrages, if you want you can trigger them yourself as a desperate measure via eleven light, the arrow explosions, barrels or the common friendly fire/enemy chaos class of destroyers. Be mindful it's only a desperation tactic as hitting your own orcs make them unhappy with you and risk them betraying you however in late/end game orc vs orcs is usually the best tactic for troublesome anti player/god orcs and the perk that lets you hold a button to force enrage your orcs does not last all that long and costing you important resource of wrath being meh.
4. Defenders counter: For to clear out defender orcs use specifically a Longbow class bow as it gains piercing shots which not only can pierce and hit multiple orcs but can also pierce defender shields. This also works on captains HOWEVER at greatly reduced dmg compared to a normal shot to the head. Only true nightmare in this case is arrow proof defenders as this removes a full secondary set of tactics to counter them.
5. Throne room battles: Not only can you summon your bodyguard (preferably your own orc captain that is built to bully other orcs) but iirc, correct me if wrong, you can also summon Grugs and Caragors into the room as well. Ill-advisable though depending on the overlord and his bodyguards I.E beast frenzy/beast slayer top counters
After reading through i shall provide some information and confirmation on a few things
1. Consume/domination being safe: Not fully true i been hit out of these attacks but by very unique circumstances I.E ologs mid body throw animation or captains with triple strike or a spear/arrow loosed right as you enter animation so not 100% safe but still mostly safe 95% of the time
2. Executions in Cap vs Cap: Executions on Exe immunes captains can still trigger though i have not tested/witnessed if this is at a reduced amount of damage taken or not, the enrage part is true.
3. Glaive Attack Strats: Use the Machine tribe legendary sword for the explosive attacks which give some CC and better stun then the basic glaive attack making use of the glaive/heavy attacks safer and also counters shields