Fortress of Acaroth
Stage 8 of 18, in Past Linirea.
- Waves
- 15
- Starting gold
- 1,000
- Lives
- 20
- Tower spots
- 15
- Gems per win
- 120-180
- Challenge rating
- Brutal
- Boss
- Gor'Thok
Enemies in the campaign
15 kinds of enemy come down the paths here, and 2 of the 15 waves bring flying enemies. Counts are for the whole campaign run.
- Gor'Thok (boss)
- Crow, 71
- Blackguard, 52
- Goblin, 40
- Orc Wildling, 37
- Rider Goblin, 37
- Orc Warrior, 35
- Shadow Archer, 31
- Bandit, 30
- Worg, 27
- Wulf, 24
- Shadow Blades, 20
- Headhunter, 19
- Orc Shaman, 19
- Ogre, 7
- Crowcaller, 6
What the map gives you
- Acaroth Catapult. Stone Throw lets you fire the catapult at enemies for 50 gold per stone, dealing 100-150 explosive damage in a radius of 80. The catapult sits on the inner wall, and it is destroyed once Gor'Thok smashes it during wave 15.
- Templar swordsmen. In Campaign and Classic Rush, 3 Templar swordsmen advance along Gor'Thok's route 2 seconds after his cart blows up. Each one has 200 health, 25% armor, and regenerates 6 health per second once 2 seconds pass without taking a hit. Once all 3 are defeated, 3 additional swordsmen show up 12 seconds afterward.
- Templar swordsmen attacks. A Templar swordsman inflicts 8-16 physical damage every 1.5 seconds. Every 4 seconds it also strikes for 16-32 physical damage, causing the target to bleed for 4-5 true damage every 0.5 seconds, repeating 6 times.
- Templar archers. Templar archers stationed on the fortress walls fire at enemies within 320, dealing 4-8 physical damage every 4 seconds, and cannot be attacked or harmed themselves.
- Templar archers and the walls. In Campaign and Classic Rush, six archers hold the outer wall until it collapses in wave 5, after which three archers hold the inner wall until Gor'Thok breaks through it in wave 15. In every other mode both walls start down and no archers take part.
- Goblin catapult. During waves 7, 11, 13, and 15, a goblin catapult rolls onto the map; tap it 6 times before it halts to destroy it, or let it stop and it fires 3 to 5 Goblins further down the path (up to 6 in Spell Rush, Hero Party, and Blitz Challenge).
- Cloud of crows. During waves 8, 10, 12, and 15, a cloud of crows travels the path; it is untargetable, and at some point along the way it bursts into 3 or 4 Shadow Blades or Shadow Archers.
- Ruined Tower. Fire bombs disable towers, turning them into a Ruined Tower: in Campaign and Classic Rush, two land when wave 5 begins and then one every 90 to 120 seconds; in other modes, one lands every 90 to 120 seconds starting from wave 1. Fixing a tower costs 100 gold, or it repairs itself after 45 seconds.
Achievements on this stage
- Acaroth Still Stands!: Survive the assault on Acaroth Fortress. 60.7% of Steam players have it.
Every mode on Fortress of Acaroth
| Mode | Waves | Gold | Lives | Gems |
|---|---|---|---|---|
| Campaign | 15 | 1,000 | 20 | 120-180 |
| Iron Challenge | 1 | 1,200 | 1 | 72 or 108 |
| Blitz Challenge | 3 | 1,000 | 3 | 36-54 |
| Spell Rush | 6 | 800 | 3 | 72-108 |
| Hero Party | 6 | 800 | 3 | 72-108 |
| Classic Rush | 15 | 1,000 | 3 | 120-180 |
Iron Challenge here allows only Archer Garrison and Scholar Mage. The rules of each mode are on modes and difficulty.
Along the campaign
- 7. Three-Side AmbushThe stage before.
- 9. Path of PerilThe stage after.
- All 18 stagesWaves, gold and bosses side by side.
- Loadout plannerPlan what you bring to Fortress of Acaroth.