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{{Infobox creature
 
{{Infobox creature
| image = Image:Ogre.png
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| image = Ogremodel.png
| race = Ogre
 
 
| attacktype = Melee
 
| attacktype = Melee
| special = Poison Breath Projectile
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| special = Poison Projectile
 
| iconPrefix = Ogre}}
}}
 
   
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The '''Ogre''' is a mini-boss with very high health and physical strength.
The '''Ogre''' is the first mini-boss encountered in the game. The creature is difficult to take down because of its large amount of health. The Ogre hits very hard with his club and uses Poison Breath at range. Like bosses, the Ogre never has an elemental affinity.
 
   
The Ogre first appears in the second level, [[Foundries and Forges]], where it spawns from the left door on the northern (middle) side of the map during the final wave.
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An ogre first appears in the second level, [[Foundries and Forges]], where it spawns from the middle set of doors on the final wave. They are commonly seen in the last several waves of levels, and frequently in [[Survival Mode]]. Ogres are even more common on Nightmare difficulty.
   
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The ogre's color and health varies widely on the wave and difficulty; blue ogres can have as little as 50,000 health, while purple ogres can have 20 million or higher (though commonly in campaign missions have between 850K and 3M health). On [[Nightmare (Difficulty)|Nightmare]] difficulty, ogres may have an [[elemental affinity]]. Ogres carried by Goblin Copters are far stronger, doing much more damage, as well as having more health. However, these airdrop ogres cannot damage Eternia Crystals in any way.
When the Ogre slams down his club, a shockwave will spread from the impact point, causing damage and knockback.
 
   
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==Attacks and Behavior==
With enough speed, it is possible to kite the Ogre indefinitely by staying just outside of its melee range while it is targeting you. This protects the defenses and allows teammates to more easily attack the Ogre without getting hit.
 
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Ogres move much slower than most enemies. Players nearby can feel every step they take from their screen shaking (if enabled). Once aggravated, the ogre will fire a poison spit ball at its initial target before approaching it and swinging its club (randomly between pounding and swiping). The snot ball does not damage Eternia Crystals. Vertical pounds can hit the same target(s) twice for double damage, while horizontal swipes cover a wider area. Being hit by an ogre's club will cause some knockback to heroes.
   
If the Ogre takes a significant amount of damage in a short period of time OR once it drops below a certain remaining HP% (untested), it will stagger backwards, right itself, below, and then continue to move or attack. This gives a useful break in which to reposition oneself to continue the assault.
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Once an ogre drops below 50% HP, it will stop for a moment and roar before continuing to move or attack. This gives a useful break in which to reposition oneself to continue the assault. On higher difficulties, this roar shorter.
   
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Ogres cannot be stunned in any way, including shock from [[Lightning Tower]]s, [[Shock Beam]]s, and [[Lightning Stance]]. [[Gas Trap]]s and [[Enrage Aura]]s have no effect on them. They are also immune to knockback from any hero or tower; the only exceptions to this are: being hit by a [[Weighted Companion Cube]], [[Series EV|Series EV's]] [http://dungeondefenders.wikia.com/wiki/Proton_Charge_Blast Proton Charge Blast], or the Countess' [[Joust]] ability.
It has been noted that powerful Ogres will often shrug off negative effects of towers; that is, they will not be stunned by high-level lightning towers, be unaffected by gas traps, etc.
 
   
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Ogres initially attack the first hero or tower that deals damage to it. If another hero or tower deals more damage to the ogre, it will change target.
Like bosses, ogres never have an elemental affinity and are thus vulnerable to any type of elemental damage.
 
   
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==Tips==
There are two challenges where the central focus is the Ogre. In [[Ogre Crush]], the party must defend the [[Eternia Crystal]]s from waves of Ogres exclusively, with each wave containing progressively stronger Ogres. In [[Unlikely Allies]], the Eternia Crystal is substituted with an Ogre that the party must protect.
 
   
 
*With enough hero speed, it is possible to kite the Ogre indefinitely by staying just outside of its melee range while it is targeting you. This protects your defenses and allows teammates to easily attack the Ogre or repair defenses without getting hit.
Trivia: The Ogre has only one eye but is not considered a Cyclops.
 
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*Similar to dealing with Kobolds, do not place your front-line physical defenses right up against the Eternia Crystal(s). Otherwise, an ogre's club will hit the crystal through your defenses.
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*Including the shockwave from vertical pounds, an ogre's melee range is approximately the maximum length for a 1 DU Reflection Beam.
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*If you have a non-damaging wall in place (such as a [[Spike Blockade]] placed backwards, [[Magic Blockade]], or [[Physical Beam]]) with a damage-dealing tower a distance behind the wall, the ogre will spend several seconds attempting to attack the damage-dealing tower before resorting to attacking the wall. This can give the player some time to deal additional damage to the ogre without it attacking anything. The higher and more frequent the damage, the longer the ogre will stand there.
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*[[Ensnare Aura]]s can slow down the ogre's movement and attack speed. Its roar animation is not slowed down, however.
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*[[Darkness Trap]]s, though do not cause the ogre to lose its target, will strip the ogre of its elemental affinity on Nightmare difficulty.
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*[[Strength Drain Aura]]s can significantly reduce the amount of damage ogres deal to heroes and towers. As of patch 7.30 (PC), Strength Drain Auras will also disable their elemental affinity.
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*[[Spider Minion|Spider Minions ]]<nowiki/>throw<span style="line-height:21px;"> webs that drastically reduce the movement and attack speed of Ogres and prevents them from firing poison snot balls. Entangled ogres also take double damage from both towers and heroes.</span>
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==Trivia==
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*Two challenges have a central focus on the ogre; [[Ogre Crush]] (where the heroes must defend the [[Eternia Crystal]]s from waves of ogres exclusively), and [[Unlikely Allies]] (where the heroes must protect an ogre instead of an Eternia Crystal).
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See also [[Mini Ogre]]s.
   
 
{{Creaturemenu}}
 
{{Creaturemenu}}
 
[[Category:Creatures]]
 
[[Category:Creatures]]
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[[Category:Large Monsters]]

Revision as of 03:00, 25 June 2020


The Ogre is a mini-boss with very high health and physical strength.

An ogre first appears in the second level, Foundries and Forges, where it spawns from the middle set of doors on the final wave. They are commonly seen in the last several waves of levels, and frequently in Survival Mode. Ogres are even more common on Nightmare difficulty.

The ogre's color and health varies widely on the wave and difficulty; blue ogres can have as little as 50,000 health, while purple ogres can have 20 million or higher (though commonly in campaign missions have between 850K and 3M health). On Nightmare difficulty, ogres may have an elemental affinity. Ogres carried by Goblin Copters are far stronger, doing much more damage, as well as having more health. However, these airdrop ogres cannot damage Eternia Crystals in any way.

Attacks and Behavior

Ogres move much slower than most enemies. Players nearby can feel every step they take from their screen shaking (if enabled). Once aggravated, the ogre will fire a poison spit ball at its initial target before approaching it and swinging its club (randomly between pounding and swiping). The snot ball does not damage Eternia Crystals. Vertical pounds can hit the same target(s) twice for double damage, while horizontal swipes cover a wider area. Being hit by an ogre's club will cause some knockback to heroes.

Once an ogre drops below 50% HP, it will stop for a moment and roar before continuing to move or attack. This gives a useful break in which to reposition oneself to continue the assault. On higher difficulties, this roar shorter.

Ogres cannot be stunned in any way, including shock from Lightning Towers, Shock Beams, and Lightning Stance. Gas Traps and Enrage Auras have no effect on them. They are also immune to knockback from any hero or tower; the only exceptions to this are: being hit by a Weighted Companion Cube, Series EV's Proton Charge Blast, or the Countess' Joust ability.

Ogres initially attack the first hero or tower that deals damage to it. If another hero or tower deals more damage to the ogre, it will change target.

Tips

  • With enough hero speed, it is possible to kite the Ogre indefinitely by staying just outside of its melee range while it is targeting you. This protects your defenses and allows teammates to easily attack the Ogre or repair defenses without getting hit.
  • Similar to dealing with Kobolds, do not place your front-line physical defenses right up against the Eternia Crystal(s). Otherwise, an ogre's club will hit the crystal through your defenses.
  • Including the shockwave from vertical pounds, an ogre's melee range is approximately the maximum length for a 1 DU Reflection Beam.
  • If you have a non-damaging wall in place (such as a Spike Blockade placed backwards, Magic Blockade, or Physical Beam) with a damage-dealing tower a distance behind the wall, the ogre will spend several seconds attempting to attack the damage-dealing tower before resorting to attacking the wall. This can give the player some time to deal additional damage to the ogre without it attacking anything. The higher and more frequent the damage, the longer the ogre will stand there.
  • Ensnare Auras can slow down the ogre's movement and attack speed. Its roar animation is not slowed down, however.
  • Darkness Traps, though do not cause the ogre to lose its target, will strip the ogre of its elemental affinity on Nightmare difficulty.
  • Strength Drain Auras can significantly reduce the amount of damage ogres deal to heroes and towers. As of patch 7.30 (PC), Strength Drain Auras will also disable their elemental affinity.
  • Spider Minions throw webs that drastically reduce the movement and attack speed of Ogres and prevents them from firing poison snot balls. Entangled ogres also take double damage from both towers and heroes.

Trivia

  • Two challenges have a central focus on the ogre; Ogre Crush (where the heroes must defend the Eternia Crystals from waves of ogres exclusively), and Unlikely Allies (where the heroes must protect an ogre instead of an Eternia Crystal).

See also Mini Ogres.