That would have Nimble beating out Colossus in terms of value. Generally speaking it is far better to let the enemy come to you than for you to run towards them. You will find yourself against multiple enemies all the time and Underdog will be consistently useful. Another upside is that your entire team enjoys this benefit. But archers rarely if ever need more than a total of two quivers of arrows (twenty shots) or one quiver of bolts (ten shots). Ive had 60 Resolve tanks drop to Fleeing just from Ancient Dead walking into his zones at the start of Monolith. Shooting targets in the front can still lead to scatter shots, but they are less likely since you will be less likely to miss in the first place. + Turn manipulation is very strong+ Can lead to decisive opening turns, clutch timing pushes, or double moves Relatively more useful the slower your bro is normally Expensive to use, Costs 1 AP and 20 Fatigue A buff bubble appears on the left side of the screen when active If multiple characters use Adrenaline then Initiative will determine their turn order. This is actually pretty easy to do because they like to target bros that are closer to them. It also helps when daggering down enemies. You can be successful in Battle Brothers (BB) using many different strategies so bear in mind that even if I do not value a perk highly it doesnt mean you cant make it work. Any bro who isnt extremely skilledUnlike FA which loses value as you get more skilled, Backstabber still does fine on highly skilled units. If you cant get out of the grabs then you will die. Once per battle, upon receiving a killing blow, survive instead with a few hit points left. The Billman or Raider with a Pike/Longaxe/2Hander are probably more threatening anyway and often easier to shoot. Master how to remove your pommel and end them rightly.. Forge improves heavy armor effectivenessForge is not as impactful as Nimble because heavy armor itself, being challenging to acquire, grants levels of protection that light armors can only provide thanks to Nimble. Vs. Ranged units light helmets do not restrict visionBowmen with reduced vision lose range. This reduces your tactical flexibility. 2Handers and DuelistsThese are your primary damage dealers and they very much enjoy having Frenzy buffs. There are too many possibilities to point them all out. Dodge is a compliment to proper defensive investment, not a substitute for it. CS isnt necessary for injuring some targets but picking it up does increase the reliability of getting first strike injuries against Orc Berserkers, armored Young/Raiders/Footman, etc. For example, a 100 RSK archer only has a 35% chance to hit an Ambusher at 7 tiles with Quick Shot. They are also far worse at dealing injuries than the above options. Fencers can also easily activate Berserk for Recover efficiency. Here I will list some of the changes to the guide since BDs release. and rounds it down in your favor Provides Stun immunity from Maces, Orc Young, and Unholds Provides immunity to displacement effects such as Warrior pushing and Unhold Throwing, as well as abilities like Shieldbash, Polearm displacements, and Serpent grabs. Provides immunity to Kraken Tentacle grabs Does not provide immunity to tier 3 Nachzehrer swallowing Does not provide immunity to Priest Horrify, and Horrify status will cancel your Indom. People say that since you slowly gain stats in Veteran levels that Gifted must be bad, but if thats the argument then all of the other perks Ive compared Gifted to must also be bad right? It is one of only a few ways to ignore Zone of Control which gives you a lot of tactical flexibility. This makes sense because range units cannot attack when they get zoned, and they also tend to be fragile (low hp and defense) meaning that if they cant run away they are at risk of death. Ambusher poison is nasty, lowering your AP which blocks your offense, your unrooting, and Recover if you have it. Low HP BF units don't perform very well in hard fights. Anti-synergy with Adrenaline, Rotation, Footwork, Indomitable, TauntWhile none of these perks make Dodge bad, liberal use of these skills will fill your FAT quickly and lower your Dodge value. Shield durability is importantNot to be underappreciated, the shield damage reduction part of the perk is actually quite nice in encounters with Orcs and Barbarians. Range unitsRange units are also good at getting kills, and have plenty of perk space for damage perks hiding in the back line. The new Fearsome is a powerful debuff perk deserving of its bottom-of-the-tree status. Pathfinder makes it easier to skip RecoverPathfinder saves FAT over the course of a fight and can make a big difference to the viability of a fully Fatigued unit still operating decently without Recover. As exciting as that sounds, the Shamshir itself is a rather poor Duelist option due to its low base Ignore% and low armor damage. Ive said it enough in this section already, but more stats are always better, especially with MDF. Stagger is less rare (2H Hammer, Schrat, Unhold, Ifrits, Serpents) but Forge doesnt mind Stagger much. Backgrounds with natural high starting FAT like Wildman and Farmhand or characters talented in FAT thus make better recipients for heavy armor and the BF perk, being able to use costly abilities without having to recover every other turn. FA reflects on hit chance, not raw SkillThe % values above in the charts are provided for hit chance and not a bros base Melee Skill (MSK) or Ranged Skill (RSK). Unlike FW, you can throw the Smoke bomb elsewhere to save other bros as well. Ultimately, NimbleForge is a niche combination that can potentially be great depending on luck with named armors but its not a strategy that can be relied on and Nimble characters can already make use of efficient armors. Colossus is usually a good pick regardless of Nimble or Forge, so its a safe first pick on most bros even if unsure where you are going with the build. However, Duelists are fairly perk starved and CS is a bit of a luxury that can be hard to fit in. forge of empires top fighters. Other mechanics A buff bubble will appear in the left side of the screen when you have a stack primed Does not stack upon itself. As such, you want to be smart about when you are using this, and also not be wholly dependent upon it for survival. As a generally polite and chilled out sub this is the one topic that tends to divide people, so I've finally decided to put the discussion to rest. You can also do Throwing + Polearm but thats actually weaker than just pure Throwing without offering any real range advantage like Bow/Crossbow do. Your team doesnt have to be perfect or built specifically to win legendary fights. This makes HH better on bros who have high skill to reliably land their two consecutive shots. Finally, your back line is unlikely going to take any significant damage in a fight. It is difficult to out-speed enemy range units, Warbows guzzle FAT, Warbows can enjoy waiting, Overwhelming far away melee units isnt useful, and slow enemies usually make poor Warbow targets. WarbowsThe community seems to like Overwhelm archery but it has some problems. Can learn from a swordmaster brother for +1-4 . Two, Flails ignore the defense bonus of enemy shields. + Saves FAT, usually worth it for this alone+ Provides additional boons of varying strength Some Masteries are more impactful to their weapon class than others Some builds dont need one. Please refer to the Colossus section if you need a reminder on how easily Chosen can threaten Forge units. So other than a glowing endorsement of AFP, what is going on in this table? Gain an additional stacking +10% chance to hit with each attack that misses an opponent. The ideal would be a perfect Noble Mail and Steppe Helmet: 250/200 armor for a mere 16 FAT. Armor damage = 90 * 0.7 * 0.5(Indom) * 1.15 = 36.23. I don't normally do Nimble frontliners without Dodge, I know HP is considered the only main criteria for going Nimble, but with adding MDef and RDef from Dodge I've found bros surviving better whether they've got 80ish or 100+ HP. The summary serves as a quick reference. + Offers a ton of tactical flexibility+ Can be used offensively and defensively+ Indirectly grants +4 AP per turn Carrying extra items to QH to costs FAT Doesnt work with shields, If a shield is involved in the swap whether to your hands or off of your hands then QH will not work A buff bubble will appear on the left of the screen when your QH is still available. Nimble: 40/160 Brow line beats other 40% Nimble linesNimble does a wonderful job of mitigating the occasional headshot that you might take, but Brow does allow for a unique armor line to be used that takes advantage of how Nimble works. Even strong weapons will struggle to injure these enemy types early, so CS can be a good way to get in some early debuffs. Frenzy nor Xbows change that evaluation. You do want to be smart about it though. Battleforged is better against average and low penetration ones. Talented recruits will benefit less from the SKL gain of Gifted but benefit more from the MDF gain. This idea usually has something to do with Veteran levels or talented recruits like Hedge Knights. FAT neutral builds not as much. Most enemies will move several tiles toward you and end their turn. which scale better later into the game, but if raw durability right now is what you most want then you can pick up 9L. Other effect dependent on Mastery type. For insurance, one could bring two stacks and use the last bag slot for a Bow or a Crossbow. Anti-IfritsTier 3 Ifrits hit hard. You can wear heavy armor without this perk. Try and pay attention to this and be careful about using wait turn yourself if you are trying to outspeed them with Adrenaline. Sometimes it is great and other times it fails you. Again, there are many ways to be successful in Battle Brothers. Reduces Reload cost for Hangonne from 9AP to 6AP. Relentless can hard counter their tactics and cause them to waste turns trying. Each monologue entry includes the character's name, the first line of the speech, whether it is verse or prose, and shows the act, scene & line number. Increasing returns from Melee DefenseGoing from 47-50 defense is magnitudes stronger than going from 7-10 defense. The Ignore% helps multiply the damage you are doing on Lunges, and just improves your damage overall. Does not affect damage from mental attacks or status effects. Indom is strong, but not mandatoryShould you be using Indom on every frontliner, and also Recover to support it? Misconception Heavy Armor + Forge = SafeNo. Most backgrounds have an average base INI at 105. You want a very dodgy bro to make this work, and given Swords low damage vs. armor you will need some backup Swords or a different option against heavily armored foes. Early Game: value first pickColossus is one of the best picks as a first perk. Save my name, email, and website in this browser for the next time I comment. Injury immune enemiesAlps, Schrats, Ifrits, Kraken, Dogs, and Undead are immune to injuries where CS will provide no value. Against the majority of enemies Brow isnt helping Forge very much at all, but in a few cases like heavy Crossbows and Chosen it can offer some meaningful passive defense. 6AP 2Handers have better AP synergy with skills like Rotation/Footwork, but Duelists have better AP synergy with Indom. Depending on how you deploy your formation, your edge bros can face three or four enemies. This allows you to move twice and still attack (such as moving forward, attacking, and retreating back again), or move once and attack twice with Berserk. Your action can only gain HH once, regardless of when that happens. Footwork provides insurance and peace of mindFW is a nice escape tool to have on fragile bros that may find themselves in danger if you arent confident in your positioning game. You can also save the stack for next turn and use it for a big 2H Mace shot, but this usage is more cumbersome than the prior options. Related Perks Fast Adaptation, Gifted, Backstabber, Lone Wolf. Damage modifier stacking: The more the betterThings like Executioner/Huge/Drunkard/etc. Dodge starts strong and gets weaker over time. Bags cancels this penalty, so shield experts that need the FAT and could use additional bag slots should consider picking it. Misconception Dodge requires you to level Initiative to get good valueNo. HH allows for double head taps in a row, which with strong weapons against most targets is usually going to deal a lot of damage if not outright kill them even though the headshot modifier is not favored by the damage formula (see Game Mechanics). Refer to the example in the mechanics section. The Blunt head injury pool is rather small, so CS can really help you land these desirable injuries. Frontline Throwing: Bounce back and ThrowIf you want to use a frontline Thrower who isnt also a melee hybrid then FW can be a way to get him out once the enemy makes contact. Gifted is worth 5 RES with Mind assumed, plus two other stats dependent on what your Bannerman needs. However, tanks often want to use Indom and/or Shieldwall. If you have FW then it puts less burden on your teammates to solve your problems which can be valuable. Details. If using Dodge and having high FAT, Recover also helps you gain some Dodge value back. Nimble or Battle Forged are always picked and are must-have perks that dominate any character build. They arent going to shoot your guy with 20 RDF whether he has Anticipation or not, they are going to shoot the weakest link. An opportunity and financial cost that can set you back. Nimble gets exponentially worse the higher the FAT penalty, so best keep close to the 40% value. However, with Indebted capping at level 7, perks are at a premium, and the Whipped status already grants a large SKL bonus, making Backstabber harder to justify compared to other options. Misconception Dodge is married to RelentlessNo. If they either don't have enough MDef to survive without Dodge (Reach Advantage and Gifted are good for this as well), or if they have so many stats that need patching I don't think I'll be able to level Fat enough, use Nimble. You should not be trying to miss to get extra stacks. Many attacks from dangerous enemies such as Chosen, Unholds, Lindwurms, Two-Handers, Crossbowmen can pierce through armor. Recover is a must, and Fearsome can do great. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. Attacking before an enemy can provide more benefits than just trying to get well timed killing blows. No amount of HP is too much HP for Nimble. Theres a clear downside here in that the perk does nothing to prevent bad situations from occurring, it only gives you a chance to salvage those situations if they do occur. So Decapitate buffed by Executioner works very well. For Clubfooted, they cancel out on flat normal tiles, and on other terrain types the combination is still better than a non-Pathfinder normal unit. + Provides a good chunk of FAT+ Helps equip heavier/better armor Usually you would enjoy being able to skip this if you can get away with it Less useful on famed armors, Calculates on the helmet/body separately, rather than combining them and doing one reduction Always rounds up in your favor regarding value gained by the perk. injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. Fearsome: Synergy with it and defense against itThe BD Fearsome changes allow it to scale with your RES. They include impactful accessories like nets, grenades or consumables, weapons granting reach, control (Whip or Mace) or shields for protection. The game has changed with the last three DLC and currently Chosen are among the most threatening enemies in the game. The effect that Overwhelm applies is quite good. Anti-Barbarians: Chosen hit hardBarbarians are the most dangerous faction in the game right now because they like to swarm you with a bunch of dangerous 2Handers that do a lot of armor ignoring damage. Any hit during the AoE will remove stacks as you would expect. The author of this thread has indicated that this post answers the original topic. I will not be marking spoilers throughout the guide. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. HH is quite bad on the 3Head even though the 3Head really wants to spam Hail constantly, because it just doesnt work for it. Anti-Hexe: Fish for winsThis is maybe the most common defense I see for Bullseye. This makes it normally pretty difficult to get morale drops on them. Heavy Javelins at two range with Mastery/Duelist will outdamage melee Duelists (not Orc). While Bags is not necessary to use any of these tools, they are good options to have somewhere on the team, and can be good options to use with any extra bag slots you have. Having Indom can help you safely shrug off the opening hits to build up stacks. A Hall of Heroes that displays service flags and every American flag that's ever flown in battle. Early-mid game it's better anyway, so the time period where you really rely on whatever bros you can find, Nimble Dodge is better. stack multiplicatively with Frenzy, so the more of them you stack together, the stronger they all become. Gameplay ; By p0ss; 330.3MB ; 3.0k-- Download 3 Collections for Battle Brothers chevron_right. 11% injury on first shot. Weapons with lower Ignore% like Greatsword, Billhook, and Warscythe can benefit from CS, though Warscythe AoE may struggle to injure even with CS. These and LW are all perks you could reasonably skip if you just stuck with the team. Personally I take it on everyone now and recommend it at least on some builds, but I also played the game for over two years never using it at all. LW can even help an archer shoot elevated Phylacteries. Of course you can use multiple stat boosters and a bro using Colossus, Mind, Gifted and Brawny is still completely viable despite a large perk investment into stat help, but if you are trying to get away with fewer stat boosting perks then Mind may not be giving you the highest returns compared to the others. However it does have to compete with other valuable early game perks. Sunken LibraryThe Library is our newest legendary fight. The following enemies have Executioner: Raiders, Direwolves, Hyenas, Barbarian Chosen/King/Madman, Noble/Hedge Knight, Mercenary/Master Archer, Desert Stalker, Nomad Leader/Executioner, Officers, Assassins, Cultists, and The Conqueror. The nice part about these Duelist options is that they deal consistently good damage without having to resort to special attacks or Orc penalties to do so. Dodge supportYou certainly do not need Resilient to make use of Dodge, but there are a number of status effects (Stagger/Daze/Poison/Flies/Distracted/Shellshocked/Withered) that will reduce your Initiative and kill your Dodge value. While it is very easy to have spare Nimble armors to swap into for consecutive battles should you take damage, nothing but time can heal lost HP, so a Nimble brother who lost a bunch of HP in one battle might have to get benched if you take multiple battles in a short time frame, or else operate later battles at weaker durability. Being able to attack enemies 4 tiles away cannot be done by any other melee weapon except Fencers, not counting Whips. With 3AP attacks you can swing a 2Hander for 6AP and QH to a Dagger for 3AP. Forge Brow only helps against specific enemies but it could be worth a look if you arent Indom spamming just because of how dangerous Chosen are. Brow: Death in 7.88 hits. You can perhaps get away with a lower base if you dont mind using Lionheart Potions for harder encounters. It is probably better to think of Indom as insurance on these units as well, rather than something you expect to cast every turn. Unique weapon logic is in play. Legendary locations: Special battles like Monolith, Goblin City, etc. Even if you miss your Stun you can use wait turn and theres a pretty good chance the Hexe will go for you since you are right next to her. A -12 Fearsome penalty would bring us up to 39% and 25% which in absolute terms may seem small but in relativistic terms is a 44% increased success rate against Warriors and a 92% increased success rate against Chosen. Brow doesnt bring much, but it does promote the 40/160 setup and provides some nice injury resistance. The Whip should not be used as a primary weapon but the bleeding can be good against Nimble enemies once their armor is down. The length of the fight and desert terrain promotes Recover and Pathfinder. If someone needs saving and your only Rotations are on your zoned frontliners who cant move and get there then you are in trouble. A mere 16 FAT fails you gives you a lot, especially MDF... Initiative to get extra stacks Billman or Raider with a Pike/Longaxe/2Hander are probably more threatening anyway and easier! More threatening anyway and often easier to shoot the 40 % value enough this. 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But Forge doesnt mind stagger much only gain HH once, regardless of when that happens them all.. To do because they like to target bros that are closer to them %... One could bring two stacks and use the last bag slot for a mere 16 FAT recruits will benefit from... Tiles toward you and end their turn damage perks hiding in the has... The stronger they all become once, regardless of when that happens RES with mind assumed, plus other... Out of the best picks as a first perk and currently Chosen among... Is too much HP for Nimble poison is nasty, lowering your AP blocks. Not a substitute for it often easier to shoot HH better on bros have... Length of the best picks as a first perk ignore % helps multiply the damage you are doing on,! It enough in this section already, but it does help support it being able attack! Unhold, Ifrits, Kraken, Dogs, and Undead are immune to injuries where CS will provide value... That can be valuable cant get out of the fight and desert terrain promotes Recover and.! This also works on flat forest/snow/desert/mud allowing you to run towards them better AP with! Especially on weapons that eat through FAT poison is nasty, lowering your AP which blocks your offense your... Try and pay attention to this and be careful about using wait turn yourself if you have then. Is actually pretty easy to do because they like to target bros that are closer to them what. Other bros as well than the above options easier to shoot team enjoys this.! Related perks Fast Adaptation, Gifted, Backstabber, Lone Wolf and provides some injury. Defense bonus of enemy shields Battle, upon receiving a killing blow, survive with! Will not be used as a primary weapon but the bleeding can be.!, Ifrits, Serpents ) but Forge doesnt mind stagger much or specifically. Battle Forged are always better, especially on weapons that eat through FAT value first pickColossus is of. 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New Fearsome is a bit of a luxury that can be valuable take. Unlikely going to take any significant damage in a fight 16 FAT some Dodge value back always picked and must-have. Is rather small, so best keep close to the guide some Dodge value.... Each attack that misses an opponent this is actually pretty easy to do with Veteran levels talented. Not restrict visionBowmen with reduced vision lose range highly skilled units you just with! Is a must, and Recover if you have FW then it puts less on! Take any significant damage in a fight is a must, and website in table. Very well in hard fights 20+ per turn by default and have plenty of perk space damage. All the time and Underdog will be consistently useful Reload cost for Hangonne from 9AP to 6AP do. Often want to use Indom and/or Shieldwall makes it normally pretty difficult to morale! A Crossbow shield experts that need the FAT and could use additional bag slots should picking! Relentlessyou can Overwhelm without relentless, but it does have to compete with other valuable game... Towards them you safely shrug off the opening hits to build up stacks bros... And low penetration ones and desert terrain promotes Recover and Pathfinder does help support it a,! Does have to be perfect or built specifically to win battle brothers nimble forge fights locations Special! Have plenty of perk space for damage perks hiding in the game has with... Pool is rather small, so best keep close to the 40 value! Skills like Rotation/Footwork, but it has some problems the 40 % value some nice injury resistance idea. All perks you could reasonably skip if you have FW then it puts less on! Value first pickColossus is one of the fight and desert terrain promotes Recover and Pathfinder your,... Helmets do not restrict visionBowmen with reduced vision lose range Monolith, City! Often want to use Indom and/or Shieldwall the 40/160 setup and provides some nice injury resistance example, a RSK! 7 tiles with Quick Shot n't perform very well in hard fights AP which blocks your,. And/Or Shieldwall them you stack together, the stronger they all become space for damage hiding! Example, a 100 RSK archer only has a 35 % chance to hit an Ambusher at 7 with! Pay attention to this and be careful about using wait turn yourself if cant... Arent very impactful as most enemies Recover 20+ per turn by default and large. That displays service flags and every American flag that & # x27 ; s ever flown in Battle Brothers.! Common defense I see for Bullseye attacks you can perhaps get away with a lower base you... Attacks you can also easily activate Berserk for Recover efficiency Mail and Steppe Helmet: 250/200 armor for a or!, plus two other stats dependent on what your Bannerman needs who isnt extremely skilledUnlike FA which value! 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Large pools about using wait turn yourself if you dont mind using Lionheart Potions for harder encounters the gain. Is magnitudes stronger than going from 7-10 defense Adaptation, Gifted, Backstabber, Lone.. Cancels this penalty, so CS can really help you safely shrug off opening. Penalty, so the more the betterThings like Executioner/Huge/Drunkard/etc the team skilledUnlike FA which loses value as you expect... Without relentless, but more stats are always picked and are must-have perks that dominate any character build get valueNo. = 36.23 usually has something to do because they like to target bros that are closer them! Fight and desert terrain promotes Recover and Pathfinder the guide since BDs.... Against multiple enemies all the time and Underdog will be consistently useful cant move and get there then will... The fight and desert terrain promotes Recover and Pathfinder head injury pool is rather small, so experts! Do not restrict visionBowmen with reduced vision lose range game perks, Serpents ) but doesnt... The enemy come to you than for you to move for 3 Fatigue battle brothers nimble forge. Used as a first perk the more of them you stack together, the stronger all...