Heavy Chosen (190/230)LoadoutBaselineHHWinged Mace Duelist7.887.6Head Splitter Duelist7.116.72H Flanged Mace Cudgel2.942.75Greatsword Overhead4.394.2Heavy Xbow Mastery4.794.48Warbow Quick Shot10.7910.82. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. Unlike Stuns, Taunt cannot miss and so is more reliable here. Gifted provides a flat +10 stats always and Backstabber is usually at least +5 accuracy. Mace/Hammer are also extremely good at delivering injuries due to their high Ignore% and two attacks per turn. I did some testing using the calculator inthis threadon Brow and various 40% Nimble options. 16 THE BEE GEES Bob Stanley, chronicler of the pop era, turns his attention to the brothers Gibb. Cleaver Mastery is one of the better choices, increasing Disarm accuracy and Cleavers bleeding damage. I will also focus mostly on the first 100, maybe 150 days. This also applies to things like Huge, Drunkard, Mushrooms, etc. My opinions are not law. If you want to argue that you need to Recover so that you can AoE to get Reach value then I will point out that the turn you Recover you are not getting any Reach value. 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. Double Grip Fighting Spear or Spetum with CS can injure naked Orc Young or Tier 2 Nachzehrers, but I wouldnt say that that is worth the perk slot. Cant slow down: Relentless negates the waiting penaltyThe main reason to use Relentless is to support builds that want to go first consistently.. A 100 skill archer (nonconfident, flat ground) doing an 8 range Aimed Shot against a covered Hexe with Bullseye has only a 45% chance to hit. Unless you want to play with a wiki tab open you arent going to memorize all injury effects. Even if they can attack, trapped enemies usually waste AP and FAT trying to free themselves. If you are new to the game and spoilers bother you then I apologize, but I will need to talk about enemies, bosses and legendary locations to help provide advice. Taunt has some limitationsDespite the utility that Taunt offers it suffers from two problems that lead to it commonly being disregarded by the community. Lastly, with a good understanding of the game and how to properly position your team and formation, you often dont need Rotation at all. Fearsome dramatically increases your morale checks and dropsFearsome does this in two ways. That's either dodge QH (budget build, performs better with low mdef, has higher chance of critical failure) or Forged Fatigue neutral (scales better with mdef, more expensive). If you are using Indom constantly then it becomes nearly useless as Indom often makes you take zero damage anyway, and your helmet will last twice as long. Hitting the head with the stack will remove it and bring you back to normal chances Missing will consume the stack Stack persists through use of QH The headshot modifier is the very last thing to apply in the damage formula. It is worth noting that one factor in enemy composition scaling is the strength of your party and your bros levels do factor into that. Student gives you a helping hand with levelling up. However it does have to compete with other valuable early game perks. New enemies: Nomads, Gilded, and new BeastsWe have more flesh enemies. Fire Pots are usually used early in the fight, but Flash Pots and Smoke Pots may be better held onto until the right moment meaning they will take up bag space. Bear in mind Nimbles weaknesses when you seek to counter them. If the Hexe decides to ignore your Resilient guy then he can try and make his way over to stun her. This removes 9Ls old weakness to Cleaver enemies. Even with both low or average HP and FAT, Nimble can still make sense. Scatter mechanics, and why they disfavor BullseyeOne defense people will give for Bullseye is that if you miss the intended target you have a good chance of hitting the guy in front of him so thats fine right? They compliment each other, but they are not a package deal. Hit (lose stacks) -> miss (gain stack) -> miss (no stack), Hit (lose stacks) -> hit -> miss (gain stack), Hit (lose stacks) -> miss (gain stack) -> hit (lose stacks), Miss (gain stack) -> hit (lose stacks) -> miss (no stack), Miss (gain stack) -> miss (no stack) -> hit (lose stacks). It is also very good in Oasis/Swamp. If you know what you are doing then this isnt an issue, but if you are a new player you may want to stick to more universally helpful perks early on and specialize at higher levels. While Gunners are a priority target and you want to avoid clumping and/or giving them free reign to shoot you, Dodge can help when they do get shots in. Dagger specialist Puncture3x Puncture spam is extremely expensive, costing 45 Fat per turn with Mastery. You can Polearm (5AP) and Whip (4AP) on the same turn with QH, allowing you to throw Overwhelms around at range. Bannerman: More ResolveThe Banner wants to stack as much RES as possible to improve his Rally consistency and increase the party wide buff that the Banner grants. It isnt just useful against Goblins. DiscussionBurst damage is preferred to waiting around for Bleeds to apply, but you cant always burst everything down so every bit of extra damage is nice to have. battleforged dude vs nimble dodge relentless overwhelm duelist is like The Mountain vs Oberyn martell. Although the effect is good, Overwhelm can be awkward, and theres some issues to be aware of. is now worth 10% per stack, up from 8%, Nine Lives now clears existing DoT effects upon triggering, and grants +15 MDF/RDF/RES/INI until bros next turn, Anticipation now also provides a minimum of 10 RDF if the formula would have yielded less, Relentless now negates the 25% Initiative penalty of waiting, Sword Mastery now buffs Gash Injury chances. DiscussionSpearwall is the main selling point of spears (aside from accuracy). Whips are also a great follow up for a Polearm unit since it can also hit at 2 (or even 3) range giving you a use of your remaining 4AP if you dont need to move. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. They are also far worse at dealing injuries than the above options. Even Hedge Knights can enjoy having Gifted, especially for stacking more MDF. Overwhelm can limit these enemies. : Coat of Plates (-42) drops to -33 with LPR, which then drops to -23 with Brawny Does not effect Nimble% despite lowering cost of armor. Standing next to enemies grants -3 hidden RES debuff for each enemy. stack multiplicatively with Frenzy, so the more of them you stack together, the stronger they all become. 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. Anti-Necromancer: Fish for faster winsI personally dont recommend bothering with Necromancers at all. Anti-Goblins: Goblins are vulnerable to one hit killsGoblins have low armor and low HP which makes them especially vulnerable to one hit kills compared to other factions in the game. Prepare to die.. Misconception I must use Recover to use AdrenalineNo. + Increases highly valuable MSK+ Can yield more MSK than Gifted/Fast Adaptation (FA)+ Safe pick for any damage dealer Not as good on bros with naturally high MSK Most common case is +5 MSK, which is a low yield compared to other stat perks, Surrounding formula accuracy boost: (Number of adjacent units engaged 1) * 5 (10 with Backstabber) Ex. In that regard, aggressively leveling HP and grabbing Colossus will go a long way to make Nimble better for you. People generally consider Frenzy to be better than Executioner since it is more universal (and also 5% more buff), but there are scenarios where a bro might want Executioner and not take either Berserk/Frenzy, perhaps because he has FAT problems. Anti-GeistGeist screams will generate 4 morale checks against all of your brothers in 3 range. Insane hp and good fat , good mdef, avearge mattack(80) nimble bf zweihaender. These perks are in fact central to building an effective fighting machine, so let's have a look at some of the best! Indom makes you significantly more durable than merely raising your HP, but it comes with the associated costs of AP/FAT, and likely perks like Recover/Adrenaline to help support it. Use it if you can (and it makes sense for your bro/weapon), but be mindful of your accuracy. Puncture is a strong attack, and a skilled bro (to handle the -15% accuracy) with high FAT (to handle the 15 FAT cost per Puncture) can do pretty well for himself. The author of this thread has indicated that this post answers the original topic. Compared to other damage perks, Berserk is usually better, but Berserks faster damage output does cost more FAT while Frenzys does not. This is the ceiling for Brawny value. QH increases flexibilityQH is one of the few ways in the game to get extra AP (indirectly). You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. At this stage of the game, very heavy armor sets arent available or at best in limited supply. The following is a list of links, either referenced throughout the guide or given here as useful resources. Taunt doesnt deal any damage which becomes a concern when you start getting outnumbered. Getting a Mace bro near her and using Adrenaline can be a great way to try and get a Stun in which can potentially win the fight. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. Barbarians: Protect against high damage ChosenBarbarians field a lot of dangerous 2Handers that pose a huge threat to most bros not using Indom, especially Forge bros. Without good armor, BF underperforms Nimble, let alone Nimble Dodge. + 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. Immunity to Orc Young jumping Stun spam is nice too. If she scores the Charm then one turn of it gets wasted since you have no AP left because you already acted and waited turn. In many ways FA is more useful on damage dealers than mediocre shield bros. For a detailed analysis as well as more Nimble vs. Hammer tends to tie or beat Mace against enemies with even somewhat low armor, but the Mace is a more balanced weapon overall. You can use it offensively to get into a better place for your big swings or as an escape tool in case you get in trouble. changing height on snow is 10 normally and 7 with Pathfinder). Plains, Forest, and Snow have elevation but Swamps do not Athletic/Clubfooted effects take place after Pathfinder for calculating FAT movement costs. The Gilded weapons are more threatening to Nimble units than Forge units. With the next attack you are guaranteed to hit the head if you hit. Your Frenzy buff goes to waste if you just whiff on your next turn, so having higher base accuracy and/or accuracy boosting perks is helpful. You might be wondering why Im creating a perk guide when several already exist. Its a hefty cost, and only situationally meaningful, but it would make ranged heavy enemies (Goblins in particular) easier even without RDF investment on your bros. Anti-GoblinGoblins are the only enemy type that can output enough ranged fire to legitimately threaten Nimble units. Lindwurms/Schrats: Protect against dangerous attacksUnless you are doing some kite cheese, the best strategy with Wurms is to have a super tank stand in range of the head doing nothing but Indom/Shieldwall while everyone else safely attacks the Tail from 2 range. You can . Reason 1 is that going Colossus and pumping hp early makes the early game easier. They will just attack somebody else instead and putting a ton of RDF on your entire team comes at a high opportunity cost. Shamshir: CS Shamshir has some pros and consYes the Shamshir Gash attack does stack with CS. Theres still more benefitsLastly, the +15% hit chance on Shieldbash is likely not something that you will use very often, but it is nice to have when it comes up. If youve been pummeled into 9L activation theres a very good chance youve got some injuries too and if one of them cuts your defense then you are in big trouble. A level 14 unit with Gifted will still be 3 rolls ahead of a level 14 unit without Gifted. As such, AoE capable weapons like Greatswords can gain a lot more stacks per turn than single target weapons like 2H Maces. This tactic works better the more bros on your team have Adrenaline and the lesser enemies are faced, but it can still be effective with just one or a few bros using it. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. You want him standing behind a Kite Shield bro. Most of the time Rally isnt going to do anything, but it is an insurance policy against disaster that you are going to want regardless. There's two main reasons for this. CS Shamshir does have some advantages. Ill try spinning, thats a good trick.. Battle Forged. HP damage received is reduced by 10% of remaining armor, so taking less armor damage will slightly reduce armor ignoring damage (AID). An easy way to do this is to have your LW tank jump 4 tiles forward at the start of the fight and let enemies surround him and your team can deal with the overflow. Generally speaking this should be avoided, but with some clever positioning and the right build/bro you can deal enormous damage with this playstyle. As armor is lost the value will slide back up to 40%. 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. LW multiplies shields/Shieldwall gains as well. 9L doesnt help prevent the problem it protects against9L has a fairly low reputation in the community because most of the time people would rather choose defensive perks that are always helping rather than a perk that might save you when things are going badly. If you want to make use of 9L, consider also grabbing Rotation or Footwork on that bro, and Rotation on other team members as well. Nimble is much more vulnerable to this problem here than Forge. Normally this is not a worthwhile trade to make, but with Brow this option has some merit. You should never be counting on veteran levels to matter on your builds. This can allow your faster bros to get first strikes on enemies and hopefully land some injuries to allow your Executioner to capitalize. Recover is a must for this build to continue Puncturing. They also suffer -3 Resolve on all morale checks for each adjacent enemy. Big Gilded battles often include Mortars and Assassins, with two AoE status effects (Daze/Shellshocked). While Executioner suffers from many of the same problems as CS (see CS section), it is a better perk overall. They want Underdog to help protect them when they do get surrounded. Especially for stacking more MDF your morale checks against all of your brothers in 3 range standing behind a Shield... Jumping stun spam is nice too more MDF a worthwhile trade to make Nimble for! 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