Mordhau Wiki


Horde is a game mode in Mordhau.


Defend the Noble against increasingly difficult waves of AI enemies while upgrading your skills and weapons.

The Horde game mode consists of a lobby of 1 - 6 players working cooperatively to survive an onslaught of computer-controlled enemies attacking in "waves." If players are killed during a wave, they will be moved to spectate for the remaining duration of the wave, which will either end after the remaining enemies are slain or any players left standing are eliminated. The match will end in "Defeat" if all players are eliminated, or "Victory" if Wave 21 is overcome.

If players are killed during a wave, they will be moved to spectate for the remaining duration of the wave, which will either end after the remaining enemies are slain or any players left standing are eliminated. The match will end in "Defeat" if all players are eliminated, or "Victory" if Wave 21 is overcome.

All players spawn completely unarmed and unarmored. Each player is provided 50 currency during the pre-wave phase before Wave 1. This currency, indicated in the bottom left corner of the HUD, is used to purchase equipment like weapons, armor, and utility items (i.e. toolbox or medic bag).

Killing any enemy in melee will heal a player for 25 HP. Passive health regeneration is disabled in Horde, but remember you can still seek out bandages or medic bags if you're being routed.


In horde there are many different types of enemies that have different armor, weapons, and even skill.


During the beginning of the match, the first enemies to spawn are Peasants. Peasants are lightly armored with poor weaponry, they are the cannon fodder of horde and can quickly overwhelm you if you're not careful. Due to their lack of armor, an attack to the head should heavily injure if not kill them. The Peasants have very little combat skill, they will rarely parry or kick you. Their clothing is normally tan and has no distinct features.

They use farming implements and their fists as weapons.

  • Scythe
  • Sickle
  • Sledgehammer
  • Rake
  • Rusty Shovels
  • Rusty Fork
  • Fists
  • Heavy Branch

Some of the peasants are also capable of wielding a Heater Shield on top of a singlehanded weapon.

Peasant Madmen[]

Spawning alongside ordinary peasants, and encountered as early as Wave 1, Madmen are devious, fleet-footed tricksters. They move very quickly and often throw smoke bombs to initiate an attack. When engaging a player, they will close distance incredibly fast in comparison to other early-game enemies, and proceed to "hug" the player as close as they can while they unleash a flurry of blows from their weapon of choice, the Carving Knife.

While just as fragile as Peasants, and not able to do much in one-on-one combat, being caught off guard by a Madman can still kill an unarmored player in the blink of an eye. This is owing to their equipment and their tactics. A well-placed smoke bomb, for example, can disorient a player and make it extremely difficult to resist an attacking horde, especially as they start to surround them. Similarly, the Madmen themselves will sometimes spawn in groups and all attack a single target. An unarmored player can be killed incredibly fast by three or more Madmen, who will each be slicing and dicing without relent, and tend to surround the player when attacking.

  • Carving Knife
  • Smoke Bombs
  • Fists


Seen about the same time as Thieves, they have no substantial armor and have mediocre weapons. They wear dark clothes and have tier 1 armor. They parry more frequently than other enemies and have a better handling on weapons and attack more frequently too.

  • Messer
  • Cleaver
  • Arming Sword
  • Short Sword
  • Falchion
  • Warhammer
  • Axe

Some sell-swords can be found wielding longer melee weapons.

  • Billhook
  • War Axe
  • Messer


The Sentry is the first moderately armored enemy the player sees. They cautiously approach the player with their shield constantly up. When within range and having a small amount of time the Sentry will attack. They will block the player's attacks, but they do little in response to being kicked. The player could get away with kicking them and then attacking for a quick hit.

  • Heater shield
  • Short sword
  • Dagger


Effectively the upgraded version of the Thief. The rogue is similarly equipped with no armor and a smoke bomb. Unlike the thief, they also have throwing knives and a quarter staff. Instead of a carving knife, they have a dagger. Their clothing is tan with a hood, their face typically has a beard. They will parry more often, and try the same smoke bomb ambush trick as the thief.

  • Dagger
  • Quarterstaff
  • Throwing Knives
  • Smoke Bomb


Ranged units that appear not long after the Sentry. They can be seen wearing full green light armor, and wield bows. They will attack from a low range and pepper the player with arrows. They usually have a small melee weapon in case any player steps into their melee range. They are not very proficient with melee and will most likely not parry often.

  • Recurve Bow
  • Dagger
  • Short Sword
  • Fists


Appears in middle waves, they can be easily identified thanks to them wearing bright colors (compared to other enemies) such as red, white, yellow, light green, etc. They can be seen wielding the longest melee weapons.

  • Spear
  • Poleaxe
  • Polehammer
  • Bardiche
  • Zweihander


Appears in the middle waves replacing the cannon fodder that is to say the Peasants and Sellswords. They are clad in medium armor and wield an assortment of both short and long melee weapons.

  • Mace
  • Arming Sword
  • Bastard Sword
  • Longsword
  • Short Spear
  • Messer
  • Eveningstar
  • Maul
  • Battleaxe
  • War Axe

There are some soldiers that use ranged weapons and they can be usually be identified thanks to the Pavis Shields they are wearing on their backs. If they only came to the battle with a ranged weapon, stepping into their melee range will result in them raising their fists to attempt to fight.

  • Pavise Shield
  • Crossbow
  • Longbow
  • Short Sword
  • Fists


Appears in the middle waves replacing the thieves. They can be identified by them wearing medium armor with no helmets, showing a rugged face clad in bandages. By replacing the thieves, they can be seen bringing both throwing and melee weapons; usually any weapon with "axe" in it (save for the Poleaxe). They can seldom be seen using their fists for some reason.

  • Axe
  • Throwing Axes
  • War Axe
  • Battleaxe


The last of the cannon fodder to be experienced, they appear in the later waves (usually around Wave 15). They are clad in Heavy Armor and they wield long melee weapons. They are also observed to have better attack and defense patterns and can be found rushing towards the nearest player.

  • Longsword
  • Bastard Sword
  • Estoc
  • Zweihander
  • Falx

There is a variation of the Knight that uses a shield. They can be found wearing red and appears in the same waves as their fellow knights.

  • Kite Shield
  • Short Sword


Only appears in the last waves (From Wave 19), Tomatoes, also known as Yeets, Patchies, or Heep Whitacre are incredibly easy to identify by their short, wide bodies, bright red clothing, and green helmets, making them resemble tomatoes. They do almost nothing but throw firebombs at players, which can create a lot of chaos, especially if multiple appear in a single group.

  • Unlimited amount of firebombs
  • Axe

Note that their Firebombs do not deal any damage to their allies.



Juggernauts are incredibly powerful Boss enemies, clad in a full set of black heavy armor and taking far less damage from attacks than normal. They also bear a deadly Great Maul, which can easily kill a player in one or two hits. Thankfully, they only spawn in the middle to late waves, and there are usually only one or two present at a time. Strangely enough, the Juggernauts will only attack the players if they try to attack them first so this may be used against them.

  • Great Maul


Boss enemies in the same vein as Juggernauts, Ogres are shirtless brutes that are much larger than the average enemy, while barely taking any damage from most attacks and easily one-shotting even heavily armored players with their clubs. One major weakness they possess, however, is their incredibly slow movement speed, as well as the fact that only one will spawn per wave, usually. The safest way to take down a giant is to abuse its slow movement, staying far away from it while dealing with the other enemies first, then pestering it with firebombs and ranged weapons without ever letting it get close enough to swing at you. Keep in mind that parrying or performing any sort of chamber attacks will force the player to ragdoll, leaving them vulnerable to their next hit and ultimately, their finishing blow.

  • Ogre Club


Spawns on the Last Wave (Wave 21), he carries a longsword and only a helmet with shorts. Don't be fooled by his lack of armor because he can force the player to ragdoll upon hit, cannot be stunned, will damage the player when his attacks are parried

and has a very large health pool, making him the hardest enemy to defeat.

After Seymour lands a killing blow on an ally, his health will be fully replenished, meaning that you should ensure nobody comes in contact with him and you bombard Seymour with firebombs and arrows from a distance.