+ Amazing in rough terrain or maps with hills+ Can save a lot of Fatigue Better with some weapons than others Not doing much in flat maps, Movement costsTerrain TypeNormal CostPathfinder CostDry Steppe/Road2 AP + 2 FAT2 AP + 1 FATGrass/Steppe/Tundra2 AP + 4 FAT2 AP + 2 FATDesert2 AP + 6 FAT2 AP + 3 FATForest/Snow/Muddy Earth3 AP + 6 FAT2 AP + 3 FATShallow Water (Oasis)4 AP + 12 FAT3 AP + 6 FATMurky Water (Swamp)4 AP + 14 FAT3 AP + 7 FAT, Changing terrain elevation increases AP cost by 1 and FAT cost by 4. As I go through the various masteries Im not going to be talking much about Fatigue. An opportunity and financial cost that can set you back. 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. I have the high ground!. Gifted competes well against other stat boostersGifted is a lot stronger than some people in the community give it credit for. Taking 9L is like buying insurance. FA is never a bad pick here. Mastery is important for the reliability which makes it more exciting on 1H Mace which is better for Stunning than 2H. 2Handers can deal high damage on capped Fatigue2Handers generally do not need Recover unless you are pairing it with some other expensive skill (i.e. Any shield smash cannot hurt you and getting more wasted enemy turns is great. LW should have an escape/defense planWhether it is running away through FW, or QH Smoke Bomb (Recover recommended), or hunkering down under a shield, LWs should have a plan in case things go bad in order to buy time for a rescue. Your overconfidence will be your downfall.. With the cycle dead the synergy has gotten worse. 5 MDF for a perk slot is not super compelling by itself (certainly not bad), compare that to Dodge or Gifted for example, but there is more going on here. QH has a lot of obvious offensive uses, allowing the bro to switch between weapons depending on the circumstances, or even swapping weapons mid turn. You cannot gain Confidence from Rally Formula: Targets current RES + 40% of Rally users RES 10 * distance from user. Nimble benefits more here than Forge. Pathfinder eliminates the extra AP cost anddoes notreduce the extra FAT cost (i.e. Gain an additional stacking +10% chance to hit with each attack that misses an opponent. Action Point (AP) costs for movement on all terrain is reduced by -1 to a minimum of 2 AP per tile, and Fatigue cost is reduced to half. Please do check out their other channels. You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. Ive heard people say things like any unit who needs Gifted should be fired which doesnt make any sense. Pathfinder works especially well there in conjunction with Adrenaline to reach the enemy back line. 51% injury on first shot. CS is not an all or nothing perk. However having some Executioners in your party can help gain more value out of injuries that are dealt. This is especially helpful against Fearsome enemies, and enemies who directly attack your Morale such as Priests. If it is possible to get it to work, it would require very efficient gear. Fearsome: Synergy with it and defense against itThe BD Fearsome changes allow it to scale with your RES. This can be useful if you are indecisive, or are trying to wait to see how the stat level ups go, or if you can find a famed weapon to build around. It is also very good in Oasis/Swamp. As exciting as that sounds, the Shamshir itself is a rather poor Duelist option due to its low base Ignore% and low armor damage. Even if you run 20 FAT per turn (many 1Handers with Spec) you are only slowly accumulating and only slowly losing Dodge value. The reason that Indom is so strong is because the reduction occurs early in the damage calculation rather than at the end. It isnt uncommon to lose bros who get into an unfortunate situation despite the rest of the battle going well and your team being mostly healthy. This build appreciates other high Ignore% attackers such as Duelists, 2H Mace, Crossbows, or other Puncture users assisting as the goal is to kill enemies without bothering much or at all with their armor. Every stat is huge. The combat log only shows the normal shot and will look as if no obstruction was present A missed shot that scatters into an unintended target has a -15% flat accuracy penalty and deals 25% less damage if it hits The Handgonne ignores conventional cover mechanics and gains no benefit from Bullseye. But having both nimble and battleforged is cool for frontline bros too. This is because from Blue Hats perspective, Blue Hat is only fighting 3 of my bros (so 2 surround modifier), regardless of who is attacking him and from where. Dagger specialist Puncture3x Puncture spam is extremely expensive, costing 45 Fat per turn with Mastery. Nimble is usually good enough to keep your range units safe and I like to be aggressive and take a lot of offensive perks on my range units. Sunken Library: Phylactery busterThe Library encourages spreading a few team members out to go bust the Phylacteries. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. Vs. Damage dealing builds will enjoy having it if you have the space. Brow and GiftedThe aforementioned discussion also analyzes the impact of Brow and Gifted on Nimble.Gifted provides an additional 3 Defense and 5 HP (Colossus) which particularly benefits Nimble. Duelist Mace has a 5-27% chance of a first hit injury without CS depending on their armor, and a 40-88% chance with CS. Understanding the weaknesses of the perk can help you know how to use if effectively. Multiplier stacking: The more the betterDamage modifiers stack multiplicatively, meaning if you have Frenzy up already then Executioner is worth +25% instead of +20% because Frenzy is also multiplying it. 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. There are other enemies like Unholds, Wolfriders, and Necrosavants that could potentially reach your vulnerable units, but there are means to control these enemies as well and you shouldnt even have archers deployed against Necrosavants. However, efficient named armors can make it possible. Unlocks the Rally the Troops skill which can rally fleeing allies, and raise morale of all nearby allies to a steady level. Then on turn 3 you should go last because you are a slow Forge unit, meaning your Indom/Spearwall/Reach/etc holds through turn 3 as well, allowing you to get two turns out of one use of the skill. As a result, heavy armor is good at negating HP damage from weapons with low AID but is still vulnerable to attacks dealing high AID. Hitpoint damage taken is reduced by up to 60%, but lowered exponentially by the total penalty to Maximum Fatigue from body and head armor above 15. For the Hangonne, Mastery is needed if you want to make it even remotely useable more than once per battle. And now the true test hold fast, or expire?. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. Dragon Quest : L'Odysse du roi maudit. For example, a 100 RSK archer only has a 35% chance to hit an Ambusher at 7 tiles with Quick Shot. However, grabbing a crucial tile in-between the lines or running up a hill to secure space for your team can be important. Riposte: Enemies have no other targetWhether Duelist or shielded, when enemies can only attack you then it guarantees Riposte value. Low AID Duelists like Swords should not use HH. However, this is a very luck-based strategy, and as the loading screen likes to tell us if your plan relies on luck then maybe it isnt a good enough plan. The Hexe will always start covered and unless you have a wicked famed xbow you need a headshot for a one-hit kill. 16% chance of hitting heavy injury threshold in 1. You can also use Spearwall to delay the Warriors contact. The new grenades are all very useful and give more things to use with Bags and/or QH. Legacy info: 1AP Adrenaline and the death of the cycleBD nerfed Adrenaline to 1AP (from 0). The obvious reason is that if your shield breaks then you no longer have its protection and the perk value is lost. This makes Indom way stronger than you would expect. Halves fixed damage from Bleed/Miasma/etc. Just because you got a famed Spear with +13% headshot chance doesnt mean HH is good on it. If high fat(130+) and average hp then bf. Furthermore, enemies like to focus on bros with low HP, so your injured and dying 9L bro is going to take a lot of aggro and likely die. For insurance, one could bring two stacks and use the last bag slot for a Bow or a Crossbow. Master Archers can have no hat or a Hunter Cap so it is fine on them as well.Head Hunter (continued)Use CasesDamage perk stackingHH enjoys damage bonuses such as Executioner and Frenzy to further lay in the damage. Just make sure your bro isnt in danger of Beasts before you wreck his health attacking the Hexe. Bear in mind Nimbles weaknesses when you seek to counter them. Mind is an auto-pick here. 80hp, 300/300 Forge bro (no attachment or other perks) against a Chosen with a Mace: Mean hits to die normally: 2.84 16% chance of death in two hits 100% injury in one, Mean hits to die with Indom: 10.23 6% chance of death ineighthits <1% chance of injury by hit 5. Gifted provides a flat +10 stats always and Backstabber is usually at least +5 accuracy. Gameplay ; By p0ss; 330.3MB ; 3.0k-- Download 3 Collections for Battle Brothers chevron_right. If you take Bags then you are also probably going to want QH to make use of those slots, but you dont need to take Bags to make use of QH. However, the prohibitive cost of Indom may entice you to seek alternatives. For example, CS Duelist Mace/Hammer deal much better damage, achieving similar injury rates with just normal attacks as the CS Duelist Gash Shamshir due to their innately higher damage output. Theres also incredible synergy with Recover to help offset the FAT cost in longer battles. Spearwall: Damage is usually too weakSpearwall is usually too weak to deal chip damage through armor and get procs. 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. That is a huge chunk of defense for one perk and you didnt put any points into INI for it. Gifted loses to Colossus which will easily give you more than 3 max rolls worth of HP. That would bring our Mind gain to 3.25 levels. are slow and often bulky, meaning you can out-speed without INI investment and they may not die easily, removing several of Overwhelms problems. Bros with lower skill might be better served with accuracy boosting perks than Berserk. It is common to find a cheap background early in the game who has terrible skill but good defensive potential. Riposte: Value hinges on dodgingRiposte retaliates with an attack for every time you dodge. Heavy Javelins at two range with Mastery/Duelist will outdamage melee Duelists (not Orc). It has been beaten without Pathfinder however, so dont feel like it is forced. You arent a real adventurer unless you are carrying a hundred things that you will never use.. Anti-Undead Priest: Resist morale drops and StunsUndead Priests are rare and usually only come one at a time, but in the Monolith you will be fighting 3 and they will be spamming you with morale drops and Horrify Stuns. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. Gash goes to 50% reduced injury threshold (from 33%). Spetum: Reach builds while SpearwallingSpearwalling with a Spetum does grant stacks, making it very easy to gain 25 MDF while you have Spearwall going. Archers & Throwers Base ammunition should sufficeSome players favor Bags on archers. Situations where this matters are rare, but no other skill in the game lets you move 5 tiles in a turn (except Lunge + Berserk). Well, no, that isnt really necessary. This gives you standard 40% Nimble with a few advantages. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. They also have good Dog synergy and good mobility. 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. Pure weapon throwers may need Bags for really long fights where fifteen throwing weapons might not be enough for various reasons (lack of heavy throwing weapons, of the Duelist perk, of damage dealers in the team). Some builds and weapons hardly accumulate Fatigue at all, allowing you to maintain high Dodge value easily. Relentless can help you achieve this goal without having to resort to Adrenaline. 6 defense isnt bad by any means, but most of the time you will not be capped on your FAT. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. Some of the weapons perform far better than the others. Fencers will want Mastery for the FAT which also helps keep their INI higher for stronger Lunges. Utility builds like the net or flask thrower can also make good use of Bags. Taunt can allow you to control two per turn, FAT allowing, giving your damage dealers some breathing room to move in. Added Split Man with Fearsome mechanic. Military Cleaver and KhopeshCleaver Duelists can do well in two conditions. Later in the game it is still very strong due to increasing returns from defense. Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. Early game: Battles are short and units are fragileBecause early fights are short you have plenty of Fatigue to burn, you could reasonably cast Adrenaline several times. So yes, Gifted is outclassed by Colossus and often Brawny/Mind as well in terms of raw returns, but SKL/DEF are better stats than HP/FAT/RES, so you may prefer Gifted over the others. If you run a standard connected frontline then your interior lineman will never be facing more than two enemies at a time (unless you break formation). More stats is always a good thing, and Gifted gives you the flexibility to grab stats in whichever stats you need. Misconception Nimble isnt viable in the late gameNo. You can use CS and not use Executioner. If you dont care to Stun or care about FAT then you can skip Mastery here. 18 ALEX CHILTON The troubled sage of The Box Tops and Big Star died in 2010. Also be warned that your own Nimble bros will need to be more concerned about eating Ancient Dead attacks and other Fearsome enemies for the same reason. Brawny beats it regularly on non-famed 300+ armor but once you have famed armor, which is almost always lighter, then Brawny and Gifted start to be closer. Duelists also have an easier time getting through Savant 9Lives (than 2Handers do). The effect that Overwhelm applies is quite good. Super tank: Distract large portions of the enemy teamThis is one of the easier ways to make use of LW. Using a mix of both light armored and heavy armored characters is recommended. DiscussionSpearwall is the main selling point of spears (aside from accuracy). This makes it worse against the common weak/squishy enemy types. You might be wondering why Im creating a perk guide when several already exist. Ill try spinning, thats a good trick.. Lone Wolf can be good here and can increase Anticipation returns as well. Colossus yields a high stat returnAt only 60 HP Colossus is already +15, which is 3.75 level ups worth of max hp rolls (4). The higher the Resolve of the character using the skill, the higher the chance to succeed. Depending on a bros role, he may prefer one of the other (or neither). Whether you go for a more defensive oriented super tank who rarely attacks or for a more balanced tank, Shield Expert is going to be good. It will also be good in the Witch Hut where you face 4 Hexen and a bunch of incoming Charms per turn. The more i use is good for bf, yeah ok, but they get even slower. Is Battle Forged / Nimble a useful perk combination? For these reasons Backstabber is generally a safe pick for most bros. You can also use weapons that have their own debuffs or control abilities, where going first may be crucial. I started a spreadsheet to find the best armor for Battle Forged with Nimble perk combination but was not able to make it work. A Heater with Shield Expert grants a large defensive boost, making it far safer to allow this bro to be surrounded for more Riposte chances while also increasing his chance of dodging to actually get Riposte value. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. Unless you want to get greedy, every Nimble brother you expect to be seeing danger (front liners) should be taking Colossus whether the guys got 50 or 100 HP. + A handy escape tool for vulnerable brothers+ Can be used offensively in creative ways+ Can allow you to be more aggressive, knowing that you have an out Expensive to cast, you may not have enough FAT when you most need it With smart play and good positioning it usually isnt needed Unlike Rotation, only saves yourself rather than being able to save others Similar effect achieved by QH with a Smoke Bomb, Costs 3 AP and 25 Fatigue Can be used multiple times per turn, AP/FAT allowing Can move up or down one height elevation Ignores Zone of Control. It is true that Fencers will out-speed most enemies, but Fencers are also really good at killing, enjoy the wait command, and are highly perk starved. As such, bros with lower SKL will benefit more from accuracy perks than bros with higher SKL, and accuracy perks can even be stronger than damage perks in some cases. Theres not a whole lot to say about Rally. doesnt help HH much as by definition you must have hit something to have gained a HH stack, meaning you wont have any FA stacks to support the next strike. Updated Nimble and linked calculations as per nerf to Gladiator helmet. 20/08/25 Added Taunt use case for controlling charmed bros 20/09/2 Added note on QH Whip use case about countering Disarm 20/09/3 Added to Student with Manhunter origin mechanic. A scattered shot also does 25% less damage to the new tile/target. These perks are in fact central to building an effective fighting machine, so let's have a look at some of the best! It is probably better to think of Indom as insurance on these units as well, rather than something you expect to cast every turn. Had so much named nimble armour and shields this run thought fuck it, lets use all it and see what happens. Namely, Resolve is a huge concern. Violetta is a little princess who wants to be as strong and brave as her brothers. You still want good defense. Nimble does support Initiative builds, but by no means relies on them. Try and pay attention to this and be careful about using wait turn yourself if you are trying to outspeed them with Adrenaline. Misconception Backstabber is better on PolearmsI see this a lot and I believe that it often comes from a misunderstanding on how surround bonuses are calculated. Rotation is more useful and reliable if your backline is capable of taking some heat. WikiMain PageTemporary InjuriesDamage Calculation, SteamFast Adaptation, Head Hunter, Fearsome and Overwhelm Mechanics (slightly outdated)HeadHunter Headshot Chance Gain Calculations (updated 8/13/20)Offensive Perks vs. There is no inherent synergy with Nimble, Duelist, flanking, or things of that nature. Misconception Recover is a must-pick for late gameNo. If you position your team poorly and end up with a very vulnerable bro, say a guy surrounded by 4 Orcs, then Rotation can save the guy in danger but it doesnt solve the Orc problem. Im going to be talking about the value gained by the perks themselves rather than talking about the efficacy of the various weapon classes in general. Winged Mace Double Grip only: 7.42 hits on average. A 50 RES bro who is alone (no adjacent allies or enemies, no Banner) has a 72% chance of getting Charmed. In summary, nets can turn the tide of a challenging battle. For example, the 2H-Mace and Hammer are capable of injuring Orc Warriors on the first hit with CS on their single target strikes, but against other enemies it is certainly overkill to have CS here. Sure, let's walk through the correct answer (for front liners). All rights reserved. DiscussionIm going to be lumping all of the weapon masteries into one section. MDF is arguably the best stat in the game and Dodge gives you a lot of it. Adrenaline can help you rescue another brother from getting dragged. This can be especially troublesome in tricky swamp or hill maps. Gifted and Lone Wolf are the only perks in the game that raise both your accuracy and your defense. Damage Dealers: Berserk greatly increases damage dealingBerserk allows 2Handers to attack twice per turn instead of once, potentially doubling your damage output. Super Tank: Holding dangerous positions will lead to more morale checksDedicated tank units will want a high Resolve score if you plan on putting them into situations where they are going to be surrounded and taking a lot of hits and especially if they are leaving formation. You dont even need to use it all and you can still be completely fine. With weapon spec they only cost 12 to swing and since you recover 15 per turn you will not accumulate Fatigue without Berserk or other skills or getting hit. Each adjacent ally is a hidden +3 Resolve and each adjacent enemy is a hidden -3 Resolve so actual Charm chances are not going to be so static. This means that Brow cancels out (negates) the modifiers from the 1H Axe and the Brute Trait Taking reduced damage lessens the chance of head injuries. Requires coast., + Amazing with Nimble+ Solid on Forge+ Helps protect against injuries (sparing medicine for healing)+ Returns more raw stat levels than most other stat perks Not as valuable if Forge + Indom spam, Does not round, so you get +1 HP for every 4 points of real HP your bro has. Students only combat value is faster levels which means you get stat gains a little bit sooner. There are a number of ways to control this. Also clears any damage over time effects and increases stats when triggered. Destroy/Demolish Armor deals 33% more damage against armor (multiplicative boost goes from 1.5x modifier to 2x modifier). Repositioning: Ignoring ZoC can let you improve your position and/or flankRather than escaping, you can use FW to dance around a mothball of units ignoring ZoC and getting into more favorable positions to reach certain enemies or use AoE skills. When enemies can only attack you then it guarantees riposte value character the... 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Make any sense portions of the cycleBD nerfed Adrenaline to 1AP ( from 33 % damage.