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Overview
Oongka is the heavy hitter. He is the third playable character, unlocked later in the story than Damiane, and he plays like the exact opposite of her. Slow swings, massive damage, huge hit areas. Oongka does not dodge or dance around enemies. He walks into a crowd and leaves a crater.
Mein-MMO compares him to Black Desert Online's Giant class: easy-to-learn combos that obliterate enemy groups. If Kliff is the generalist and Damiane is the precision character, Oongka is the one you pick when you want to stop thinking about positioning and start thinking about how many enemies you can hit with a single swing.
He is described as the most beginner-friendly of the three playable characters, with straightforward combos and a forgiving playstyle that does not punish mistiming as harshly as Damiane's. For more on how all three characters compare, see Playable Characters.
Weapons
Greataxe
Oongka's primary weapon and the one shown in most of his footage. The greataxe has wide swing arcs that connect with everything in front of him. GamingBolt describes "devastating ground slams and spinning attacks" -- the ground slam drives the axe into the floor and sends a shockwave out, while the spinning attack turns Oongka into a blender that chews through clustered enemies.
The axe is built for groups. Its swing arcs hit multiple targets per attack, and the stagger potential is high enough to interrupt enemy attacks mid-windup. Use it as your default weapon for open-world encounters where you are fighting three or more enemies at once.
Hammer
A secondary melee weapon for maximum crowd disruption. The hammer's charge mechanic is its defining feature: hold the attack to charge the swing, then release to send multiple enemies flying. GamingBolt specifically describes the charged hammer as being able to "knock enemies into each other, sending groups flying simultaneously."
The hammer trades the axe's speed for even more crowd control. Where the axe staggers, the hammer launches. Use the charged swing to scatter a tight group, then switch to the axe to clean up the separated enemies. The charge time means you need a brief window of safety to set it up -- use it after a body slam or when enemies are still recovering from a ground slam.
Wrist-mounted crossbow
Oongka's ranged option, mounted on his wrist. It fires incendiary bolts that deal fire damage on impact. The standout feature is the slow-motion aiming window that triggers when Oongka fires the crossbow midair -- a brief "John Woo-style" bullet-time effect where time slows and you can line up precision shots before gravity takes over. On the ground, the crossbow fires at normal speed without the slow-mo effect.
Gaming Trend's coverage calls it a "hand cannon," though the in-game model is crossbow-shaped. Either way, the incendiary bolts are good for two things: igniting clusters of enemies for area-of-effect burn damage, and picking off stragglers who survived the melee onslaught and are trying to retreat. Pair it with a leap slam: jump, fire incendiary bolts during the slow-mo window, then crash down with the axe.
Core combos
Body slams
Oongka can grab enemies and slam them into the ground, similar to Kliff's grapple moves but with more force. The body slam deals heavy damage to the target and staggers nearby enemies from the impact. It works on standard enemies and smaller elite types, though bosses that are too large cannot be grappled.
Use body slams as combo starters. Grab an enemy, slam them, then follow up with axe swings or a ground slam while surrounding enemies are still staggered from the impact shockwave. The slam-to-axe-spin combo is effective for clearing out a packed engagement.
Leap slams
Oongka can jump into the air and bring his axe down in a devastating overhead slam. The leap covers a significant distance, making it both a gap-closer and an area attack. Enemies at the impact point take full damage, and the shockwave staggers anything nearby.
The leap slam is one of his strongest openers. Sprint toward a group, leap slam into the center, then immediately follow up with a spinning axe attack or hammer charge while everything is staggered. The leap also works as a re-engagement tool when enemies try to scatter after your first combo.
Ground slams and spinning attacks
The axe's ground slam drives the weapon into the earth for a localized shockwave. The spinning attack turns Oongka in a circle with the axe extended. Both are area-of-effect moves designed to hit everything within range. The ground slam has more single-target damage; the spin hits a wider area but with less damage per target.
Chain them: leap slam into a group, ground slam the toughest enemy, spin to hit everything around you, then switch to the crossbow to ignite whatever is left standing. That sequence covers gap-closing, single-target burst, area damage, and ranged cleanup in four moves.
Punches and kicks
Oongka is not limited to weapons. He can punch and kick in addition to axe and hammer combat. The unarmed strikes are faster than his weapon attacks and useful for filling gaps between slower weapon swings. A quick kick can interrupt an enemy that is about to attack during your weapon recovery frames.
Playstyle tips
Item | Description |
|---|---|
Stand your ground | Oongka is not built for dodging. His attacks have wide arcs and heavy stagger, so the best defense is keeping enemies flinched. If you are swinging, they are not. |
Axe for groups, hammer for control | The axe is your default weapon. Switch to hammer when you need to scatter a tight cluster or create space for a charged swing. |
Crossbow for cleanup | After the melee, use the crossbow to burn down runners and finish off wounded enemies. Jump first to trigger the slow-mo aiming window for precise targeting. |
Leap slam to start every fight | Close the distance and stagger the group in one move. The initial stagger window is your best opportunity for a full combo chain. |
Recovery frames are your weakness | Oongka's big swings have long recovery animations. If you whiff a ground slam or spinning attack, you are open. Time your attacks to hit, not to look cool. |
Use unarmed to fill gaps | A quick kick between hammer charge-ups or axe swings keeps the pressure on and prevents enemies from recovering. |
Boss strategy
Against bosses, Oongka's approach depends on boss size. Smaller, human-sized bosses can be body-slammed and staggered, which opens them up for hammer and axe combos. Larger bosses that are immune to grapples require more patience -- wait for attack recovery windows, get in a ground slam or heavy axe swing, then back off before the counter-attack.
The crossbow's slow-mo aiming is useful against bosses for landing precise incendiary shots on weak points. Against the Queen Stoneback Crab, which requires climbing and targeting specific gem formations, Oongka's brute-force approach is less effective than Kliff's or Damiane's mobility -- but his raw damage makes the vulnerable windows count more.
Defeating bosses yields materials for crafting their weapons, which can be equipped across all three characters. A boss weapon earned while playing as Oongka could add faster or more precise attacks that help cover his recovery-frame weakness.
Equipment priorities
Focus on Attack, Health, and Defense. Oongka takes hits. That is part of the playstyle -- you trade damage for damage, and you come out ahead because your attacks hit harder. Stack Health and Defense to make sure you survive those exchanges, and Attack to make your swings hit as hard as possible. Stamina matters less than for Damiane because Oongka's attacks are slower and he dodges less.
See also
Item | Description |
|---|---|
Oongka | Character page with story role and background |
Playable Characters | All three characters compared |
Build Guide | Swordsman -- Kliff's sword-and-shield build |
Build Guide | Damiane -- Speed/precision playstyle |
Boss Fights | All confirmed boss encounters |