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YMMV / Orcs Must Die! Unchained

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  • Adorkable: Zoey has freckles and a bit more geeky face than the other female characters, while also being a klutz and is constantly worried about her school grades.
  • Complacent Gaming Syndrome: Expect to see waves of kobolds thrown out a lot in survival and Sabotage gameplay. Most trap loadouts will almost always include tools to deal with kobold, satyr, and earthling waves.
  • Demonic Spiders:
    • Gnolls / Pride Hunters: They home in on heroes and guardians (Prioritising heroes), take a surprising amount of abuse before going down, and can deal quite a bit of damage. They also chase players around the map, making them very annoying.
    • Bombers, who destroy barricades and deal a lot of damage.
    • Shielded Trolls and Grizzlies make life troublesome for ranged heroes due to their total immunity to standard attacks from the front.
    • Elementals in general. Earth Elementals, unlike in the previous games, now ignore stunning and slowing effects, so crowd-control traps like Web Spinners, Temple Gongs, and Tar are useless against them, and they're resistant to elemental damage, making them hard to kill if you're playing an elemental hero with an elemental loadout. Then there's Fire Elementals, who split apart into Firelings. Unlike in the earlier games, where the Firelings seek out the hero, now they seek out heroes... or they seek out barricades and explode on them.
    • The Bouncer Bear mercenary type doesn't do a lot of damage... but he flings heroes a very long distance, making him incredibly annoying for melee heroes. He'll also smash apart your barricades to get to you, meaning he can easily destroy an entire killbox in seconds.
    • The Dwarf Priest mercenary, who generates a barrier that blocks ranged attacks and creates protective shields over other minions. This makes him a nightmare if you have a ranged hero, or if you have a projectile-heavy loadout such as Arrow Walls or Ceiling Ballistas.
    • Swiftyhooves, a boss version of the Satyr minions, is a pain in the ass for melee heroes or heroes without some stunning ability. While he has low health for a boss, he's still stupidly fast, vaults over barriers, barely notices tar traps, and makes a beeline right for your rift, often coming out of the portal closest to the rift, and his route typically takes him past most of your killboxes.
    • It's rather telling that the game includes "Big Game" traps, whose sole purpose is to specifically target most of the enemy types listed above. On certain smaller maps at high difficulties, they're virtually required to kill mercs and bosses quickly before they can ruin your day.
  • Goddamned Bats: Kobolds and satyrs, who are weak but move very fast. Tar traps do very little to slow them, and they are very good at bypassing traps. Satyrs also get a magic shield when they first get hit, greatly reducing the damage taken, and this lets them bypass a lot of your traps.
    • The Unstable Kobold mercenary runs around at high speeds and disables traps and plants spikes in the ground that slow down heroes who run over them. It's also incredibly hard to pin down and kill because of its speed and because traps ignore it.
    • Frost Clan Orcs and Northmun minions, for melee heroes. They don't do much damage, but multiple hits cast the Chilled effect on a target, and if a hero or Guardian gets hit by three or more of them, they'll be frozen in place for a moment. This makes them very tricky for a melee hero to deal with.
  • High-Tier Scrappy: Bloodspike, Bionka, and Blackpaw - for simply being too good at their jobs. When enemy heroes or bosses appear, it's possible for them to chew through their health. (Bloodspike can, if aimed properly, kill enemy heroes in one hit) Because they are more durable than most other characters, they can easily hold off waves, whereas others like Zoey, Cygnus, and Gabriella will die if some creeps even so much as sneeze in their general direction.
  • Scrappy Mechanic:
    • The fact that cross-regional play is apparently not in the cards.
    • Bombers and crossbows that fire missiles. They are intended to make the player pay attention to the map and to prevent them from standing on barricades, but even if all the players are alert, they might destroy the barricades before they can even get to them - and the missiles hurt a lot.
    • The randomness of trap upgrades. Want to upgrade a trap? Well you better hope points for it drop in a chest. This is somewhat mitigated in later updates, where the chests that drop trap upgrades become much more common, and as you level up the chests you get outside of particular difficulty-tier maps will always drop for the highest difficulty you've unlocked (i.e. if you've unlocked Rift Lord difficulty, you will always get Rift Lord chests for completing daily quests, weekly challenges, Chaos Trials, or daily log-ins). There's also daily deals in the in-game store which allow a player to potentially buy points for one of several random traps or unlock a new trap for skulls.

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