Units are the core of your warband in Orc Incremental, and knowing what every unit does becomes increasingly important as you unlock more of them. Each unit belongs to a specific class, has different stats, costs Power to use, and can interact differently with Totems and other effects.
In this post, I’ll go through all the available units, their classes, unlock requirements, stats, and where I would place them in a tier list based on the information provided. We’ll also look at why certain units stand out and why others may fit better in specific situations.
One thing I quickly learned is that unit class matters just as much as raw damage. Fighters, Spellcasters, Creatures, and Machines of War can trigger completely different Totem effects. So before you decide that a unit or Totem isn’t working, you should always check the class, trigger condition, and range.
Below is my Orc Incremental unit tier list, followed by a closer look at every unit. I’ll explain why I placed each one where it is and go through its stats and important details.
Orc Incremental Unit Tier List
S Tier
- Dragon
- Catapult
- Juggernaut
A Tier
- Shaman
- Witch Doctor
B Tier
- Orc Warrior
- Assassin
- Warg Raider
C Tier
- Troll
S Tier Units
Dragon
Class: Creature
Unlock: Clear Level 100
Power Cost: 3
The Dragon is easily one of the most interesting units because it is the only listed Creature unit. That alone makes it extremely important for builds and Totems that specifically require a Creature.
I placed the Dragon in S Tier because of its combination of extremely high Health, strong Damage, good attack speed, and its damaging breath attack. It also gives you access to the Creature class, which is important for several Totem interactions.
Dragon Stats by Rarity
Common
- Health: 450
- Damage: 60
- Attacks per second: 0.85
- Power Cost: 3
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 70
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Damage Radius: 50
Rare
- Health: 500
- Damage: 100
- Attacks per second: 0.85
- Power Cost: 3
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 90
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Damage Radius: 50
Epic
- Health: 500
- Damage: 90
- Attacks per second: 0.95
- Power Cost: 3
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 90
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Damage Radius: 80
Legendary
- Health: 540
- Damage: 125
- Attacks per second: 1.05
- Power Cost: 3
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 90
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Damage Radius: 80
For me, the Dragon earns its S Tier position because it combines durability with strong offensive stats. Its Health is significantly higher than the other listed units, while its fire breath also has an area damage radius.
The Dragon is also your only Creature, meaning some Totem combinations simply need it to be present. Effects such as Creature kills, Creature deaths, and Rage interactions can all depend on having a Dragon in your warband.
You unlock it after clearing Level 100, after which it enters your card pool and can be recruited through Portal draws.
Catapult
Class: Machine of War
Unlock: Clear Level 40
Power Cost: 3
The Catapult is your long-range artillery unit and one of the strongest offensive options listed here.
I placed it in S Tier because its base damage is extremely high compared to most other units, while its range allows it to attack from far away. It is also your only listed Machine of War, making it important for Totems that specifically affect this class.
Catapult Stats by Rarity
Common
- Health: 150
- Damage: 80
- Attacks per second: 0.45
- Power Cost: 3
- Critical Chance: 3%
- Critical Multiplier: 2×
- Range: 170
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Rare
- Health: 210
- Damage: 105
- Attacks per second: 0.48
- Power Cost: 3
- Critical Chance: 3%
- Critical Multiplier: 2×
- Range: 190
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Epic
- Health: 190
- Damage: 95
- Attacks per second: 0.6
- Power Cost: 3
- Critical Chance: 3%
- Critical Multiplier: 2×
- Range: 185
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Legendary
- Health: 240
- Damage: 130
- Attacks per second: 0.55
- Power Cost: 3
- Critical Chance: 3%
- Critical Multiplier: 2×
- Range: 210
- Movement Speed: 80
- Boss Damage Multiplier: 1×
The biggest reason I put the Catapult in S Tier is its incredible range and high damage.
Even the Common version starts with 80 Damage, while the Legendary version reaches 130 Damage and has a massive 210 Range. Your Catapult can attack from much further away than most of the other units listed here.
As the only Machine of War, it can also interact with Totems designed specifically around that class. If you’re building around long-range damage and Machine of War effects, the Catapult is a major part of that setup.
You unlock it by clearing Level 40.
Juggernaut
Class: Fighter
Unlock: Clear Level 140
Power Cost: 1
The Juggernaut is the final listed Fighter unlock and immediately stands out because of one number: 450 Damage.
I placed the Juggernaut in S Tier because its listed Common stats are dramatically different from the other Fighters. With 250 HP and 450 Damage, it has an incredible amount of offensive power while only costing 1 Power.
Common Stats
- Health: 250
- Damage: 450
- Power Cost: 1
The main reason is simple: 450 Damage for only 1 Power is enormous compared to the other listed units.
It is also a Fighter, meaning it can interact with Fighter-based Rage and Totem effects. Since Fighters are involved in several different triggers, the Juggernaut can potentially benefit from those interactions while bringing extremely high damage.
The downside is that you need to clear Level 140 before unlocking it, making it one of the latest units available.
A Tier Units
Shaman
Class: Spellcaster
Available from the Start
Power Cost: 2
The Shaman is one of your starting units and is a ranged Spellcaster focused on lightning attacks.
I placed the Shaman in A Tier because it has strong Damage from the beginning, good range, and additional projectile effects at higher rarities.
Shaman Stats by Rarity
Common
- Health: 50
- Damage: 35
- Attacks per second: 0.8
- Power Cost: 2
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 80
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Projectile Chain Count: 0
Rare
- Health: 70
- Damage: 50
- Attacks per second: 0.8
- Power Cost: 2
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 95
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Projectile Chain Count: 1
- Projectile Chain Damage per Jump Multiplier: 0.65
Epic
- Health: 70
- Damage: 50
- Attacks per second: 0.85
- Power Cost: 2
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 90
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Projectile Chain Count: 2
- Projectile Chain Damage per Jump Multiplier: 0.65
Legendary
- Health: 100
- Damage: 60
- Attacks per second: 0.85
- Power Cost: 2
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 100
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Projectile Chain Count: 2
- Projectile Chain Damage per Jump Multiplier: 0.65
- Damage Rupture Chance: 0.1
I like the Shaman because you get access to it immediately, and it already starts with 35 Damage despite being a ranged Spellcaster.
Higher rarities improve its range and allow its projectiles to chain between enemies. The Legendary version also has a chance to apply Rupture through damage.
The Shaman doesn’t have the massive Health of the Dragon or the raw damage of the Juggernaut, but its range and projectile effects make it one of the strongest all-around units.
Witch Doctor
Class: Spellcaster
Unlock: Clear Level 20
Power Cost: 2
The Witch Doctor is another Spellcaster, unlocked after clearing Level 20.
It is a ranged unit that throws flasks with different effects, and it also has a Goo healing effect.
Witch Doctor Stats by Rarity
Common
- Health: 100
- Damage: 25
- Attacks per second: 0.5
- Power Cost: 2
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 160
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Goo Heal per Tick: 20
Rare
- Health: 150
- Damage: 32
- Attacks per second: 0.55
- Power Cost: 2
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 175
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Goo Heal per Tick: 20
Epic
- Health: 300
- Damage: 25
- Attacks per second: 0.6
- Power Cost: 2
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 180
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Goo Heal per Tick: 20
Legendary
- Health: 200
- Damage: 35
- Attacks per second: 0.7
- Power Cost: 2
- Critical Chance: 0%
- Critical Multiplier: 2×
- Range: 190
- Movement Speed: 80
- Boss Damage Multiplier: 1×
- Goo Heal per Tick: 30
The Witch Doctor earns A Tier mainly because of its huge range and additional healing utility.
With up to 190 Range, it can attack from an extremely safe distance. Its Goo healing effect also gives it something extra beyond basic damage.
I wouldn’t put it above the Dragon or Catapult based on the listed stats, but for a Spellcaster-focused warband, the Witch Doctor has plenty of useful qualities.
B Tier Units
Orc Warrior
Class: Fighter
Available from the Start
Power Cost: 1
The Orc Warrior is your basic melee Fighter and one of the first units you have access to.
It doesn’t have the biggest stats, but it costs only 1 Power and can be driven into Rage.
Orc Warrior Stats by Rarity
Common
- Health: 100
- Damage: 10
- Attacks per second: 0.85
- Power Cost: 1
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 24
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Rare
- Health: 150
- Damage: 20
- Attacks per second: 0.85
- Power Cost: 1
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 24
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Epic
- Health: 130
- Damage: 20
- Attacks per second: 1.15
- Power Cost: 1
- Critical Chance: 5%
- Critical Multiplier: 2×
- Range: 25
- Movement Speed: 80
- Boss Damage Multiplier: 1×
Legendary
- Health: 150
- Damage: 30
- Attacks per second: 0.9
- Power Cost: 1
- Critical Chance: 25%
- Critical Multiplier: 2×
- Range: 25
- Movement Speed: 80
- Boss Damage Multiplier: 1×
I placed the Orc Warrior in B Tier because it is a dependable starting Fighter without having exceptional base damage.
Its biggest advantages are the low Power cost and its interactions with Rage effects. The Legendary version also receives a much higher 25% Critical Chance.
It is a good basic unit, especially early on, but the later Fighters provide stronger listed stats.
Assassin
Class: Fighter
Unlock: Clear Level 80
Power Cost: 1
The Assassin is another Fighter unlocked after clearing Level 80.
Its listed common stats are:
- Health: 100
- Damage: 12
- Power Cost: 1
Why Assassin Is B Tier
Based on the information provided, the Assassin has slightly more Damage than the starting Orc Warrior while keeping the same low 1 Power cost.
It also counts as a Fighter, so it can interact with Fighter-specific Totems and Rage effects.
However, with only the common stats listed here, there isn’t enough additional information to place it higher than B Tier.
Warg Raider
Class: Fighter
Unlock: Clear Level 60
Power Cost: 1
The Warg Raider is a Fighter unlocked by clearing Level 60.
Its listed common stats are:
- Health: 100
- Damage: 12
- Power Cost: 1
The Warg Raider has the same listed common Health and Damage as the Assassin and also costs only 1 Power.
It benefits from being a Fighter and can participate in Fighter-based Totem effects, including Rage triggers and other class-specific interactions.
Based only on the information provided, I would keep it in B Tier alongside the Assassin.
C Tier Units
Troll
Class: Fighter
Unlock: Clear Level 120
Power Cost: 1
The Troll is unlocked after clearing Level 120.
Its listed common stats are:
- Health: 250
- Damage: 20
- Power Cost: 1
The Troll has strong Health, which is its biggest advantage. With 250 HP, it can take more damage than most of the standard Fighters listed here.
However, its listed Damage is only 20, which is relatively low compared to the offensive potential of other late-game units.
For me, that places it in C Tier based purely on the provided information. It can still be useful as a durable Fighter and for triggering Fighter-related effects.
Unit Classes and Totem Triggers
One important thing to remember while building your warband is that Totems do not simply activate because you unlocked a unit.
You need to pay attention to the unit’s class, the trigger requirement, and sometimes the range between units.
Fighter Units
The listed Fighter units are:
- Orc Warrior
- Assassin
- Troll
- Warg Raider
- Juggernaut
Your Chieftain also counts as a Fighter.
This is particularly important for Totems that require every Fighter to die.
Spellcaster Units
The Spellcaster units are:
- Shaman
- Witch Doctor
These units are important for Totems and effects specifically connected to Spellcasters.
Creature Units
The listed Creature unit is:
- Dragon
The Dragon is currently the important unit for effects that require a Creature to be alive, get a kill, or die.
Machine of War Units
The listed Machine of War unit is:
- Catapult
The Catapult is the unit you need for Machine of War-specific effects.
Important Totem Trigger Examples
Jackal
Jackal requires every allied Fighter to die before your Spellcasters receive Rage.
A living Chieftain counts as a Fighter, so as long as your Chieftain is alive, the condition is not complete.
Jade Wolf
Jade Wolf requires one unit from each of the four classes to be alive at the same time.
Simply unlocking all four classes isn’t enough. You need:
- A Fighter
- A Spellcaster
- A Creature
- A Machine of War
alive together.
Jade Eagle
Jade Eagle requires a Fighter to drop below 30% HP.
The Spellcaster receiving or interacting with the effect also needs to be within 100 units.
The trigger activates the first time that Fighter crosses below the health threshold.
Amber Snake
Amber Snake depends on who gets the kill.
You need a Fighter to kill an enemy, and the effect then gives Rage to the nearest Creature.
Jade Drake
Jade Drake works differently because it requires a Creature to get the kill.
When your Creature kills an enemy, all allied Fighters gain Rage.
Since the Dragon is the listed Creature unit, it plays an important role in this type of interaction.
Every unit in Orc Incremental has its own place depending on your warband, Power limits, class interactions, and Totem setup.
For raw strength based on the information listed here, I would personally put the Dragon, Catapult, and Juggernaut at the top of the tier list. The Dragon gives you huge durability and Creature interactions, the Catapult brings massive range and artillery damage, while the Juggernaut stands out with its incredible 450 Damage for only 1 Power.
The Shaman and Witch Doctor are strong choices if you prefer Spellcasters, especially because of their range and additional effects. Meanwhile, Fighters such as the Orc Warrior, Assassin, Warg Raider, and Troll can become more valuable depending on the Rage and Totem effects you’re using.
The most important thing I would recommend is checking the class, trigger, and range whenever a Totem appears to do nothing. Sometimes your setup is correct on paper, but the required unit hasn’t landed the kill, crossed the right health threshold, died, or moved close enough to another unit for the effect to activate.