
Summary
The Army of Mordor is the unofficial term for the collective social structure comprised of Uruks and Olog-Hai, and are the primary factions of the Middle-earth duology.
Powers and Stats
Tier: 9-B, possibly 8-C | Varies from 9-B to at least 8-C
Key: Grunts | Upper Hierarchy
Civilization Type: At least Pre-Industrial Civilization, due to the Machine Tribe having access to factories
Name: Army of Mordor, sometimes referred to as either Sauron/Bright Lord's Army
Origin: Middle-earth: Shadow of Mordor
Classification: Society of Uruks and Olog-hai
Kardashev Level: Type 0
Age: Thousands of years since Morgoth's creation of the first generations of Orcs. The oldest one had lived during the First Age
Population: At least hundreds of thousands
Territory: Mordor
Technology/Abilities:
- Large Size (Type 0 for Ologs, who are twice the size of Uruks)
All previous
- Stealth Mastery (Some Uruks, specifically the Assassin class, are able to ambush Talion without the latter noticing them, even with Wraith Vision active[1]. Is capable of sneaking around and ambushing enemy camps populated by other Uruk-hai)
- Supernatural Willpower (Some possess the Iron Will trait, and can use it to resist Talion's attempts at Branding. Additionally, the Tank class possesses Determination, a trait which allows them to heal from wounds through sheer willpower alone. The Unbreakable trait makes Talion's Domination attempts impossible)
- Instinctive Action (Special perks grant them this ability, as they can casually deflect Talion's Shadow Strikes, his stealth attacks done from any angles, to even catching his arrows while Talion himself is not detected yet)
- Enhanced Senses (Can smell out enemies who are hiding nearby)
- Berserk Mode (Can become enraged, becoming completely berserk as they relentlessly rush and attack their foes, ignoring wounds inflicted on their body and as their damage output increases. Epic Rage trait allows them to stay enraged for much longer)
- Regeneration (Mid-Low: Has a trait wherein they can rapidly regenerate from wounds on their body)
- Acrobatics (Assassin class Uruks are able to vault over their foes to disorient them)
- Empathic Manipulation and Statistics Amplification (The Commander class can command followers to plant War Banners, which strengthens nearby allies while sending them into a battle-induced fury. When a Commander dies, nearby followers are sent into a vengeful fury)
- Summoning (Commanders can summon reinforcements should his gang fall amidst a battle. Meanwhile, Beastmasters can call upon Caragors, Drakes, Graugs, and even Shelob's Brood)
- Animal Manipulation (Beastmasters are able to tame wild Caragors, Ghuls, and Graugs)
- Explosion Manipulation (The Destroyer class utilizes bombs and explosive mines in combat. Can also rig their arrows and spears to explode upon contact. The Marksman can fire explosive arrows)
- Limited Smoke Manipulation and Teleportation (The Trickster class is able to disappear and quickly reappear using smoke bombs. The Mystic Tribes uses their mystic blade to appear next to their enemies)
- Vibration Manipulation (Ologs with the Tank class can unleash a wave of strength which pushes back and disorients nearby enemies)
- Fire and Poison Manipulation (Can have bonus traits that grant their weapons affinity to these elemental types)
- Curse Manipulation (The Curse effect can drain both Talion's health and Wrath meter)
- Cyborgization (At least Partial Type with The Machine Uruk. Can also replace missing limps with prosthetics)
Uruks and Ologs with certain traits can resist the following:
- Teleportation (Can be immune to Talion's Shadow Strike Pull)
- Mind Manipulation (Via Iron Will and Unbreakable traits)
Attack Potency: Wall level (Can obliterate skulls with their weapons, heavily damage the Forge Towers in groups, and bring down fortress walls after long periods of time), possibly Building level (Although far weaker, they are still capable of injuring and potentially killing Talion, gaining strength and becoming promoted should they succeed. In groups, they can hunt and bring down Caragors) | Varies from Wall level+ (Even the weakest Captains and Warchiefs are capable of tanking explosions which yield this much energy) to at least Building level+ (Capable of severely injuring and killing Graugs, and can also battle with Talion. With Talion's nemesis, not only are they treated as his most prominent and deadliest foe, but is also fought twice within the story line, being a mandatory challenge that Talion must defeat in both respective games[3][4])
Power Source: Unknown
Industrial Capacity: So far, the Uruk and Olog-hai have begun to make use of industry and machines in their path of warfare. With the Machine Tribes, they construct factories and forges in the creation of their instruments of war[5], so it can be said that their society is gradually progressing when it comes to technological advancements.
Military Prowess: Born and raised in Mordor, the Uruk and Olog-hai are all bred for warfare. An Uruk-hai is created from sorcerous vats — stepping out fully-grown and ready for combat — and as such their numbers can be easily replenished. The upper ranks make up the bulwark of their armies, with each individual member possessing unique strengths and traits of their own. Tribes also exist within their society, and these tribes use specialized abilities and skills unique to them. For example: the Mystic Tribe call upon dark magic for their curses[2], the Feral Tribe weaponizes the wild beasts of Mordor for warfare[6], and the Machine Tribe manufacture deadly traps, build defenses against sieges, and can even mechanize parts of their body.
Notable Individuals:
- Ratbag the Coward
- Brûz the Chopper: Talion's first branded follower turned traitor
- Zog the Eternal: An ambitious necromancer leading a legion of undead acolytes
- Talion's Nemesis/Followers
Forces:
- Overlord - Uruk Overlords are the best of the best. They oversee the operations within regions of Mordor from their fortresses. Usually protected by Warchiefs, who help defend their fortresses in an assault.
- Warchiefs - Uruk Warchiefs are the elite. They kill their way to the top, and defend their position with absolute ferocity. They gather a squad of Bodyguards to serve under them and protect them from the constant threats to their authority (and their lives). These Bodyguards are loyal as long as they fear their Master, and will defend him - but the Warchief is always on guard against the knife in the back. As such, Warchiefs generally avoid being seen, and only emerge after being drawn out into combat by a powerful foe. To refuse combat from such a foe would be a sign of weakness, and spell doom for a Warchief.
- Captains - Uruk Captains oversee Sauron's Army. They enforce construction and demolition projects, craft battle plans, and administer discipline to their underlings. The Uruk hierarchy is combative; Captains win their place by slaughtering those above them, and keep power by destroying underlings who might oppose them. This ensures endless competition among the Uruks, and winning the rank of Captain means an Uruk is one of the strongest, deadliest, and most devious of their kind. As a measure of their status, Captains often carry the best weapons and armor pried from the corpses of the foes they have killed, and bear the scars from the battles they have fought.
- Grunts - The most common rank among the Great Orcs. Always dreaming, but rarely scheming, to become stronger and join the upper echelon of Captains, these runts gather around those that prove their strength. However, if given the opportunity, they would gladly take a place in the ranks, even if they have to step on their Captain's neck to do it.
Weaknesses: Varies depending on the Uruk or Olog, as they can either be weak to specific attacks and elements (such as arrows, fire, poison, etc) or afraid of specific things (such as fear of Mordor's beasts to even Talion himself)
Notable Matchups
Victories:
Losses:
Inconclusive:
References
Discussions
| Discussion threads involving Army of Mordor (Shadow of Mordor) |