Orakh guide

Orakh

FactionCrisas
RarityEpic
ElementFire
TypeOffense

Detailed Stats

Attack1,370
Health 5,289
Defense590
Speed103
Crit. Rate10%
Crit. Damage150%
Focus0%
Resistance0%
Agility5
Precision100

Ability

Fury

Trait

On each attack, has a 30% chance to launch a combo attack to deal 30% damage to all enemies. Trigger chance is increased to 100% on Critical Strikes.

Ascension Effects:

On each attack, has a 30% chance to launch a combo attack to deal 50% damage to all enemies. Trigger chance is increased to 100% on Critical Strikes.

Slash

Basic

Deals 130% damage to 1 enemy, with a 30% chance to apply Defense Down to them for 1 turn(s). Trigger chance is increased to 100% on Critical Strikes.

Level 2:

Damage +10%.

Level 3:

Damage +10%.

Level 4:

Damage +10%.

Defense Down

-30% Defense.

Tortured

Special

3

Deals 195% damage to 1 enemy and recovers Health equal to 50% of the damage dealt.

Level 2:

Damage +15%.

Level 3:

+20% Life Steal strength.

Level 4:

Damage +15%.

Level 5:

Damage +15%.

Execution

Ultimate

4

Removes all positive effects on 1 enemy and deals 200% damage to them. Damage scales with the enemy’s Max Health.

Level 2:

Damage +20%.

Level 3:

Ability cooldown is reduced by 1 turn(s).

Level 4:

Damage +20%.

Level 5:

Ability cooldown is reduced by 1 turn(s).

Level 6:

Damage +20%.

Recommended Sets

Rage Set

+12% Crit. Rate.

Warrior Set

+15% Attack.

Assassin Set

Attacks deals 15% more damage to the main target and have a 50% chance of dealing additional 35% damage.

Synergy

Scores

Arena (Offense)

Arena (Defense)

No Man's Land: Bane Wraith

No Man's Land: Flame Lizard

No Man's Land: Wrathful Flood

No Man's Land: Lord of Holy Light

No Man's Land: Shadow Captive

Arcane Dominator: Roaring tulpa

Arcane Dominator: Ash Magisteria

Arcane Dominator: Queen of Tides

Arcane Dominator: Witch of Wind

Arcane Dominator: Gemini Dragon

Armored Incursion (Wood)

Armored Incursion (Fire)

Armored Incursion (Water)

Armored Incursion (Light)

Bio

Biography Variant 1 (ZBT).

“There is no greater joy than to slay your enemies before you.” So says the terror of Crisas, the mighty Warchief Orakh of the desert orcs. Orakh’s band has gradually transitioned into the role of the supreme power in the Crisas Desert, steadily subjugating or driving out all the other races in the process and handing even the Imperial Guard many defeats who have attempted, but failed, to offer meaningful assistance to the human settlements.

Orakh notably only has one eye thanks to a particularly brutal battle against the archer general Thomas on one of his Imperial forays into Crisas, who managed to put a crossbow through Orick’s head while his men twisted an arm off when Orakh attempted to save his lieutenant Bruszakk, exposing himself to attack.

Orakh’s loyal second scoured the desert for a witch doctor capable of restoring his Warchief’s mangled stump until Izzus the Strange granted Orakh a “Bloodblade Arm” with a mixture of dark magic and insectoid flesh. The ordeal has, if anything, only cemented Orakh’s place at the head of his brutish horde and the implacable enmity that he even now is planning to direct against the Empire’s legions…

Biography Variant 2.

A cursory glance at Orakh’s mangled face, single eye and stump of a right arm would no doubt inspire revulsion and fear in the minds of many beings in Crisas Desert. But not to his fellow orcs, who would consider such wounds to be a mark of honor knowing Warchief Orakh’s blows were earned in defence of his people.

Warchief Orakh must be ranked among the greatest Chiefs of the Horde in orcish memory for having rallied the hearts and minds of the orcs after their crushing expulsion from the Windtalker Plains and resettlement into Crisas Desert whilst subject to vicious raiding parties and the attacks of various slaving companies. Some of Orakhs first acts upon arrival to the Crisas Desert include the establishment of rescue camps to locate and meet up with other orc refugees, a successful war against the deadly scorpion-like mantars of the desert, and eventual victory over many of the less careful slaving parties, all of which have helped to make Crisas somewhat more livable.

The orcs have experienced a strong revival of their fortunes under Orakh’s leadership and his chief lieutenants, the mighty Bruszakk and Urzag brothers. All this will, fate permitting, eventually culminate in the retaking of the Windtalker Plains from the empire’s vicious grip. This is ambition has now become the single greatest driving impulse of Orakh’s heart, as well as the conquest of the empire’s cursed Solar Fort – the only immediate obstacle to the successful execution of their plan.

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