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Tempest is my favorite ability, and the most OP of all! Forge-Ahead can be useful in some cases, whereas Sundering-Impact is only handy when your hero is maimed (which means you didn't play well!). Give Iver & Hakon & Krumr the Tempest, and rule the board.
Best Talent is Artery Strike (+CRIT chance), imho. You can't really rely on it, but it's major fun in big-hitters :)
My favorite item bonus is +BRK, then +STR.
Alette - Strongest hero of them all, and by a long way, due to the interaction of overwatch rank 3, which always does a minimum of 3 damage, and items that grant knockback on attacks that deal 3 strength damage. You can get a Gormr statue for her very early on in the game by tracking a dredge into the woods that sets this up for the rest of the playthrough. Stats don't matter much, once you get rank 10, but strength is the priority and armor second priority up to that point. You can max all her stats and have 1 point in each of 4 talents at rank 10, for interaction with items that boost talents.
Rook - I haven't played a full Rook playthrough yet. He still has decent stats for a ranged unit and good break. Using him as a breaker is probably a decent idea, with armor and strength as backup stats. At least 2 exertion is probably a good idea for mobility purposes.
Bolverk - Probably the strongest melee unit in the game with an awesome array of abilities. Cull the weak is just crazy and it combines phenomenally well with will/turn items, clasp of Kyn (available from shops or by exploring a hole in a late game event) is an ideal item for him. Maxing his strength first is probably advised, followed by break and then armor. A single point in all of the defensive talents he has access to (20% change to resist 1 str/arm damage 5% chance to avoid str/arm damage - the chance for armor/will regen is very weak compared to getting it from items and clasp of kyn covers both those bases) will take him up to rank 4 with +3 to all talents, giving him 20% chance to avoid all damage and 20% chance to knock 4 points off any damage taken, which keeps him going.
Alternatively (or before you get him to rank 10) he synergises exceptionally well with + strength items. Giving him Dundr's hand (you'll need to give it to one of the characters that defects to his caravan at the end of chapter 8) takes his strength cap to 16, for example, which allows a rank 3 cull the weak to eliminate 8/8 units (e.g. basic archers) without any softening up, which is crazy good in at least two ambushes. Str resist items are also amazing to stop his strength being whittled down by abilities like sunstrike or disease that always otherwise inflict a point of damage. Str resist is generally very effective for all characters too, especially against stonesingers as that 1 damage per turn tick from the disease adds up otherwise.
Don't forget to make use of his ability to attack twice even after a string of cull the weak kills. You can use a cull the weak to clear a path to a dangerous enemy, or just to refill his moves allowance on the way to his target. Remember that cull the weak doesn't trigger his second swing and can be used when he's adjacent to allies, but that any basic str/arm attack comes with that second swing, which is usually best in a break+will first attack against a dangerous foe with high strength when Bolverk has no other adjacent target and is thus forced to use his second hit on the enemy with now-broken armor.
Folka
Her ability to transfer damage to armor makes armor her best stat, although getting her to the break cap is probably good to give her offensive options first. She pairs uniquely well with menders who can keep her armor topped off and prevent archers from taking advantage with puncture, which is her biggest liability (never leave her in range of archers if her armor is badly damaged already). She is also uniquely suited to armor/turn items like Björg av Leander. Anything that increases her armor cap is effective too. Mare's cord for r6 or Kolgala for r5 are both great picks, giving her 19-20 armor which allows her to take hits from pretty much anything. Kolgala coming with that 1 str resist will stop her getting whittled down by abilities that bypass armor, so with mender backup she's practically indestructible, the resistance to disease damage with that item makes her a top choice for taking on stonesingers, or whittling their armor down without much risk.
Their unique reliance on willpower makes will/turn items an absolute must for them. Calabilla (from BS1 - stay outside Frostvellr) is the absolute creme de la creme and I give it to Eyvind throughout. If he takes an odd hit he'll recover over time (menders can't cast mend armor on themselves, after all) and the will/turn means he can keep going without becoming a drag. Eyvind's second ability of chain lightning is incredibly potent, you just need to get used to its 6 range and diagonal jumps (always think about this when positioning your own units or it will friendly fire). Zefr is less offensively powerful, being a full support unit, which makes her harder to level, but getting enough kills to get to r6 (or better yet r8) gives her access to the breeze ability, which can get your hard hitting melee units anywhere on the battlefield next turn, which is really nice.
Jarl's seal is a good purchase and hand off to Bolverk's caravan for Zefr if possible. Failing that the puzzle box of the twin rivers (again imported from BS1 godstone event) works well. Because of the inability to self mend getting their armor to the cap and taking a single point in the chance for armor/turn can be a good move. Other than that I'd forgo all break stats and focus on willpower. The will/turn talent is probably worth taking on a mender too, should you actually manage to cap their will (which is unlikely).
I tend to use these as my go to melee units, their ability to cripple multiple targets even before their armor is broken is fantastic and makes battles much safer. Using zefr's breeze ability is a good method of getting them from safety to a devastating position, as is making sure they have 2-3 exertion so they can move further than their enemies to get that crucial first strike.
Because slag and burn rank 1 only costs a single will point, inflicts break damage, 2 strength damage to the square it hits and 2 strength damage to all sides these guys are just brilliant . They can soften up enemies from range while also trimming off any strength points they have above your heroes armor values, removing them as a threat. +range items make the whole exercise safer, but my favorite of all is the blackfish, which with its almighty +5 break and a penalty to str damage that doesn't affect slag and burn synergises fantastically. You can get a Hunnfang in an event for free, which works well on an archer too, or an imported Farthingjörd makes an excellent pick.
The downside to archers is that they only live in Rook/Alette's caravan.
Will/turn or support from Eirik will allow these guys to contribute to the maximum.
+range items are going to be the number one pick for these guys, especially Hagn's fall, making them much more easily used and potent. Maxing their strength is a good idea as well, since they can bypass a lot of armor with poison tipped. Canary in particular can do horrific damage when using a +str item, capped str stat and poison tipped. All from range.
Also, always keep Alette or Rook on your team, they're both insanely mobile and with great skills. Specially Rook who can be a presence anywhere anytime.
Krumr's ability (Forge Ahead) is also super stronger in SM, compared to regular, as the ally unit forged ahead acts immediately after the Warleader.