Ork Prebuilt Strategy Article - by Worthing
Written by malakhi   
Sunday, 14 July 2013 04:33

Whenever new cards or a new prebuilt come out, Worthing's always chomping at the bit to figure out all the strategic ins and outs. Here's his strategy guide to playing with the new Orks prebuilt!

Hello iczers, worthing here to help you out with the new ork prebuilt file. We haven't released a prebuilt file in quite awhile but orks are a very strong and simple file that would really help new players and would give some veterans a new file to play at a great price. If you have the gran to buy this prebuild and are interested in how orks play I highly suggest picking the file up in the shop. Not sure if you like orks? Well I will go over the pros and cons to help you decide if you like them as well as helping you play them.

Let us take a look at the file list first.

3x Grebados 

3x Orc Commander 

3x Giant Orc 

3x Orc Bombadier 

3x EX Giant Orc 

3x Smart Orc 

1x Dragon Breath 

1x Fireball Breath 

1x Dryad 

1x Salamander 

1 EX Girl Mercenary 

1 Fire Arrow 

The Magician / Primrose 

Soul skills

1. Henrietta 

2. Lycanthrope Scylla

3. Ant Swarm

4. Revenant 

5. Skeleton Warrior

On paper they look fairly strong and after testing this file a few times in folrart I personally think it is very strong and can be modified in many ways to your liking. Also worth noting is that the prebuild gives you 7 EX cards and 2 3* rarity cards. For those of you who are not aware Henrietta's soul skill is just like Asuet and Distrier and is a core card in many level 3 rush files. Next let us look at the usual way to play the file and do some simple math to see why orks can be very strong.

Looking at this build you can see that playing EX giant ork on turn 1 is the safest and strongest card to open with. Next EX mercenary girl, salamander, or dryad will be your best bet so you can set a level 3 unit on turn 3 (generally grebados or ork commander). Lets assume your opponent is plays his first two turns passively by playing refugee citizens and divine impact and you expect him/her to play folrart guardian on turn 3. Your best bet against most players that play passively on the first two or three turns is to try and get grabados out as soon as possible to snowball your orks and take out their high level units. Back to the example, lets say you played EX giant ork and dryad on your first two turns since you expect him to play a few bigger refess units and you want to make your ork a bit tankier and get to your first soul skill to get 1 more sp to play more units. Next grebados will be your best bet to take out those big solar kingdom units we have all come to know and love.  On turn 4 you should probably play EX mercenary girl and following up with a level 3 ork or two depending on how some agility rolls go. Their are times to not rush grebados like against files that can get around his action skill by draining sp or can just return him and kill your other orks. In these games depending on what cards your opponent played early it can be better to play Ork commander or Giant ork on turn 3 to pressure and do as much damage as you can early to make your opponent spend sp on reviving and such. One last thing to mention is ork bombardier and smart ork are great for late game since smart ork is much better when you get the sp to rank him up and later in the game you may want bombardier in the front row to hit smaller units in your opponents back row. Now that I have went over some generic and basic game play with orks lets look at the pros and cons of playing them.


Pierce Defense 

Orks are tanky

Snowball due to grebados

Ork commander can make orks a lot stronger and one ork faster

Easy to use

Tons of ways to modify the file and play it differently 

Grebados heals orks

Grebados can revive and buff an ork


Easy to disrupt by moving units or engaging

Most orks cannot iczer attack

Returns can stop your units from getting strong

Most orks cannot rest

Ant swarm can be risky and may nullify ork commander's start skill

Next I have to different games where I show and discuss the strengths and weaknesses of orks.  Thanks to Jazzock for helping me make these videos.

Weakness of orks: orks vs wizard kingdom

Part 1: http://www.youtube.com/watch?v=3EFuZ0eQWQo

Part 2: http://www.youtube.com/watch?v=J3hKabojbp0

As you can see getting your units moved or engaged can really cluster your field with useless or unproductive units. Also worth noting is I should have moved my grebados to the back row so I could use bombardier more. Its not unbeatable and can be worked around if you become familiar with the problem too.

Strength of orks: Orks vs solar kingdom

Part 1: http://www.youtube.com/watch?v=RIpYzoZ0Cf4

Part 2: http://www.youtube.com/watch?v=qZZCtx-tLl0

Finally I'll show a modded version I prefer to use to help show diversity and how interchangeable orks can be as a file.


3x Grebados

3x Ork commander

3x ork bombardier

3x EX giant ork

2x emerald carbuncle

2x salamander

2x pixy archer

2x Tiere

2x oversoul

1x angel's trumpet

1x revive

1x fireball breath

*Credit to johnjo for the original concept of this ork file. 

There are plenty of other ways to play orks but personally I like this file the most. Check out the forums to see what everyone else has to say about orks and put your thoughts in as well. Thanks for reading my guide!