Battle brothers builds

Battle brothers builds DEFAULT

Lets discuss Battle Brothers builds here with some typical configurations.
Feel free to add builds and discuss them in the comments.

Builds compiled for/into a whole company:
Sarissofoi'sNew Order Company.
Muscarine's/Sarissofoi'sToxic Mushrooms Brigade.
Abhuyl'sWhite Company.

Archer/Polearm Hybrid[]

Ranged character that doubles as polearm user. His main task is to eliminate enemy spellcasters and ranged units with secondary task to snipe enemy high damage units(two handers/polearm users, berserkers). Range is essential for this task so its preferred to use bows.

  • Primary Skills: Melee Skill, Ranged Skill, Fatigue
  • Secondary Skills: Ranged Defense (around 20)
  • Recommended Traits: Iron Lungs, Hawkeye
  • Recommended Equipment: Light armor and helmet that don't reduce view range, 1 ranged weapon of choice(bow), polearm of choice, spare ammo
  • Essential Perks: Bullseye, Footwork , Bow Proficiency
  • Recommended Perks: Student, Berserker, Gifted, Pathfinder,
  • Optional Perks: Backstabber, Fearsome, Bags and Belts, Quick Hands, Killing Frenzy, Crippling Strikes

By Sarissofoi, example and more detail on his page about his New Order Company.


Guy who keeps soldiers in line.

  • Primary Skills: Resolve, Melee Skill, Max. Fatigue
  • Secondary Skills: Ranged Defense (around 20)
  • Recommended Traits: Determined, Impatient, Fearless
  • Recommended Equipment: Heavy armor and helmet, polearm of choice, dagger
  • Essential Perks: Fortified Mind, Rally the Troops, Sergeant, Footwork
  • Recommended Perks: Student, Berserker, Brawny, Anticipation, Battle Forged
  • Optional Perks: Pathfinder, Gifted, Backstabber

By Sarissofoi, example and more detail on his page about his New Order Company.

Shield Bearer[]

Core of any starting company. Solid versatile trooper.

  • Primary Skills: Melee Skill, Melee Defense, Fatigue
  • Secondary Skills: HP (around 60)
  • Recommended Traits: Iron Lungs, Strong
  • Recommended Equipment: Heavy armor and helmet, 1 handed weapon of choice, shield, dagger
  • Essential Perks: Shield Expert, Brawny, Underdog, Battle Forged, Weapon of choice proficiency
  • Recommended Perks: Student, Berserker, Nimble,
  • Optional Perks: Pathfinder, Gifted, Backstabber, Fearsome, Indomitable

By Sarissofoi, example and more detail on his page about his New Order Company.

Heavy Trooper[]

Core of any late company. Great damage output.

  • Primary Skills: Melee Skill, Melee Defense, Fatigue
  • Secondary Skills: HP(around 60), Ranged defense
  • Recommended Traits: Iron Lungs, Strong
  • Recommended Equipment: Heavy armor and helmet, 2 handed weapon of choice, dagger
  • Essential Perks: Reach advantage, Berserker, Brawny, Underdog, Battle Forged, Weapon of choice proficiency
  • Recommended Perks: Student, Nimble
  • Optional Perks: Gifted, Fearsome, Indomitable, Killing Frenzy, Taunt+Spear Mastery for spear wall effect,

By Sarissofoi, example and more detail on his page about his New Order Company.

Archer (Beast and Exploration DLC)[]

Role: Counter archer. Counter two-hander user.

  • Best talents: Ranged Skill, Ranged Defense, Fatigue
  • Level-up point investment: Ranged Skill, Ranged Defense, Fatigue
  • Essential Perks: Student, Bullseye, Anticipation, Rotation, Overwhelm, Berserk, Nimble, Killing Frenzy, Bow Mastery
  • Situational Perks: Fast Adaption, Gifted, Colossus, Steel Brow, Quick Hands, Recover, Dodge, Footwork, Head Hunter


Given the low armor, and high FAT consumption, archer must rely on nimble, and anticipation against bandit marksman and goblin ambushers. Rotation is used as a last resort.

For offensive perks, Bulleye, Berserk and Killing Frenzy are taken.

Overwhelm makes archers useful even against high HP, high armor targets, which makes them less dangerous to your own frontline.

Fast Adaption and gifted should be taken on suboptimal chars. Colossus/Steel Brow can be taken for additional survivability.

Crossbowman (Beast and Exploration DLC)[]

Role: Early game archer. Alpha striker. counter armor. Counter goblin.

  • Best talents: Ranged Skill, Ranged Defense, Initiative
  • Level-up point investment: Ranged Skill, Ranged Defense, Initiative
  • Essential Perks: Student, Bullseye, Anticipation, Rotation, Nimble, Executioner, Crippling Strikes, Dodge, Killing Frenzy
  • Situational Perks: Fast Adaption, Gifted, Colossus, Steel Brow, Quick Hands, Overwhelm, Footwork, Head Hunter, Path Finder


In terms of raw damage output/round, lategame crossbow is overshadowed by bows thanks to berserk consistently allowing one extra shot when triggered. However, due to high penetration damage, a mastery that actually improves damage output and low FAT consumption, crossbows excels striking first thanks to high initiative, either neutralizing dangerous targets with wounds, or killing them outright.

Crossbow has better defensive option than bow archers thanks to Dodge, which routinely gives 10+ to both melee and range defense thanks to high initiative and low FAT consumption.

For offensive perks, Bullseye, Crippling Strike, Crossbow mastery are taken to improve crossbow's ability to maim reliably. Executioner improves ability to wound stack, as well as finishing off wounded targets.

Berserk is not taken because most of the time the points would be used for movement. Overwhelm is not taken because crossbow does not fire often enough per turn to generate enough value.

Fast Adaption, Gifted can be taken on subpar crossbow chars, Colossus and Steel Brow helps with survivability. Path Finder can improve the ability of crossbow move beyond the frontline for a quick hit.

Frontline Shield (Beast and Exploration DLC)[]

Role: Heavy armor troops to maintain formation. Provide chip-damage. Provide weapon specific utility.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Melee Defense, Fatigue
  • Level-up point investment: Melee Skill, Melee Defense, Fatigue
  • Essential Perks: Student, Colossus, Backstabber, Brawny, Rotation, Underdog, Battle Forged, Fearsome
  • Situational Perks: Fast Adaption, Steel Brow, Shield Expert, Taunt, Indomitable, Recover


Frontline exists to take punishment, maintain formation, until your damage dealer can clean up.

Nobles backgrounds are subpar as frontline troops, thanks to -10 range defense, making them easy target for enemy Archers.

Anticipation is not taken because it does not scale with shield, only base range defense which we will not level.

Weapon mastery is not taken because frontline will use different weapons depending on the encounter.

Shield Expert is situational because 25% additional shield bonus may not justify additional perk point cost, however more defense is always welcome.

Fearsome provides attrition power against enemies with morale, both increasing your to-hit probability, as well as your own survivability by lowering theirs.

Heavy Two-Hander (Beast and Exploration DLC)[]

Role: Heavy armored bro aimed at providing damage.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Melee Defense, Fatigue
  • Level-up point investment: Melee Skill, Melee Defense, Fatigue
  • Essential Perks: Student, Brawny, Rotation, Underdog, Berserk, Battleforged, Killing Frenzy, Reach Advantage, Weapon Mastery (if Polearm)
  • Situational Perks: Indomitable, Footwork, Taunt, Backstabber, Fast Adaption, Gifted, Steel Brow, Adrenaline, Recover, Weapon Mastery (If not Polearm)

NImble Two-Hander (Beast and Exploration DLC)[]

Role: High initiative variant of the Heavy Two-Hander trading FAT for initiative superior melee defense.

  • Best background: Hedge Knight, Sellsword, Raider
  • Best talents: Melee Skill, Melee Defense, Initiative
  • Level-up point investment: Melee Skill, Melee Defense, Initiative
  • Essential Perks: Student, Colossus, Dodge, Rotation, Underdog, Berserk, Nimble, Killing Frenzy, Reach Advantage, Overwhelm, Weapon Mastery
  • Situational Perks: Pathfinder, Gifted, Steel Brow, Backstabber


Battle Brothers Best Builds for Mercenary 1 -

For those of us that are first trying out Battle Brothers or prefer the base game, this is a guide to how to find usable mercenaries to build a reliable mercenary company. This can also be used to play BB with the DLC’s, but this guide’s main focus is playing just the base game.

For those of us that are first trying out Battle Brothers or prefer the base game, this is a guide to how to find usable mercenaries to build a reliable mercenary company. This can also be used to play BB with the DLC’s, but this guide’s main focus is playing just the base game.
Dedicated to fellow video game fan and BB enthusiast: Reaper/RageCage.
Originally I was going to just make a stam neutral build guild on reddit, but after talking to a friend of mine, RageCage, I decided to go whole hog and line out all the builds I have used and am using to get to day 462, beat and excel at 4 crisis, and prepare my company for a legendary location, Black Monolith. He had asked for help building his company after getting psyched to restart BB. My first reply, was hold on a minute, I can’t just tell you how to do this in five minutes. So here, for you RageCage, (and anyone else that this information is useful for) is a very long explanation of anything and most everything you need to know.

First off, let’s start off what you’ll be working with in the base game. This was something I struggled with because most guides and wikis assume you have the base game plus all the dlc’s.
What’s in the Base Game
Legendary Location
As far as I know, there is only one legendary location in the base game, Black Monolith. To avoid spoilers, I won’t list the other ones that are available in the DLC’s, but that’s the only one I’ve found in the base game.
Named Items
Named items are the most desirable items in the game. They are the better weapons, shields, and armors that have higher damage, higher armor values, lower fatigue costs, etc. Only problem is how you get them in the base game is limited compared to the DLC’s. In the base game, you have two sources of named items. Enemy camps and cities with Armorers and Weaponsmiths.
Not every enemy camp or city with an Armorer or Weaponsmith will always have named items. The chances for both increase if certain things are met. For enemy camps, it’s the distance on the map from human settlements. This gives a % chance in spawning a named items in the loot pool after you clear the enemy camp.
Conversely, to raise the chances a human city will have a named item for sale, you need to do caravan runs to that city. Note that even if you do this, if there is negative modifiers such as missing people, named items cannot spawn. So make sure to clear these via contracts whenever possible.
Certain weapons and shields are available in the base game. This matters because there are builds online that require certain things such as Spetum for certain builds (spear tank in this case using constant spear wall). I won’t go through all of them, but for builds’ sake, the ones we care about are:

  • Jagged Pike (Goblin Polearm, 5 AP use even w/o polearm spec)
  • Billhook
  • Greatax (2H ax)
  • Mansplitter (2H orc ax)
  • Fighting Ax (1H ax)
  • Longaxe (2H ax that can hit 2 tiles away)
  • Greatsword (2H sword)
  • Two-handed Hammer
  • Rondel Dagger
  • Dagger
  • Crypt Cleaver (2H cleaver)


  • Heater Shield
  • Kite Sheild
  • Heavy Metal Shield (orc)
  • Throwing javelins and axes

What’s Not

  • Fencing Sword
  • Qatal Dagger
  • Polemace
  • Goedendag
  • Spetum
  • Bardiche
  • Two-Handed Flail
  • Axehammer
  • Whips
  • All other 2H cleavers
  • Barbarian throwing weapons


Any background can be a usable mercenary, but some are better suited for particular builds that others. I will show below how I go about choosing who to hire and who not to. I will use my 2H weapons build requirements as an example. By the way, I use the mod, Smart Recruiter – [] , which I highly recommend. It makes recruitment a lot less painfull as it can be hard enough already to find a useful recruit.
First I determine what my goal stats are for a certain build. For 2H’s I look for:
MA: 90+
Mdef: 35+
Hitpoints: 70
Fatigue: 125+
Resolve: 50
If a character is close or surpasses these minimums, I hire them if I have an open slot or need. To calculate expected stats, I use this table – [] on the BB wiki and excel. Just keep in mind, I am pretty sure the numbers for initiative are wrong–they should cap out at +5, not +6.
So let’s take a look at a possible recruit and see if he can make it.
Battle Brothers Best Builds for Mercenary - How I Choose Recruits - D38F621
You get 10 level ups and each level up allows for 3 attributes to be added. I do gifted as well so that is 10*3+3 = 33 total times I can level something up with 11 max per single attribute. I do MA/Mdef 1st for 2h’ers because they are THE most important stats for that build.
MA = 67 + 2.5*10 = 92
Mdef = 9 + 2*10 + 3(gifted) = 32
Hitpoints = 42 + 4*3+4(gifted) = 58
Fatigue = 85 + 4*8 + 4(gifted) = 121
Resolve = 44+5(brave) = 49
(I should mention that the average roll for hp is 3, but if you only need 3 rolls or are allowed 3 rolls, you can cherry pick during level up’s for the max rolls, in this case 4 for hitpoints)
You can see that Alvar would not make the cut. His melee attack is great. I can get that to high 80’s or low 90’s pretty easily. But his hitpoints are so low to start with, I would never get to my goal of 70 hitpoints (and some people want even higher hitpoints for their 2H’ers, 80 or 90). Otherwise, his fatigue and resolve are workable as is his melee defense. But he’d die so quickly to anyone with large alpha that he’s not worth keeping.
Let’s do this for one of the guys I did hire.
Battle Brothers Best Builds for Mercenary - How I Choose Recruits - 1336241
The nice thing about Oswald is that his hitpoints start out really high and he has a trait, Dexterous, that gives +5 to MA.
MA = 57 + 2.5*10 + 5(Dexterous) + 3(gifted) = 90
Mdef = 4 + 2.5*10 +3(gifted) = 32
Hitpoints = 69
Fatigue = 103 + 3*9 + 4 = 134
Resolve = 44 + 4*1 = 48
As you can, see very usable stats. His Mdef and Resolve are almost at my desired goal and more than enough fatigue which means he can handle really heavy armor and still have fatigue leftover to swing a hammer. His MA is also nice and high at 90. Plus he’s a brawler so initial wages are not super high.
Here’s Oswald’s stats at level 15:
Battle Brothers Best Builds for Mercenary - How I Choose Recruits - 9B57040
He got a lot of high rolls for Mdef which is fantastic, but the trade off was a few low rolls for MA. However that’s a trade off I’ll make in most cases since Mdef is so important to keep 2H recruits alive. (Note his fatigue nak*d is 135.)

Desired Stats:
Mdef: 35-45
HP: 80-90
Fat: 130+
Resolve: 60-85 (Preferably 80)
Traits: Tiny, Iron Lungs, Strong
Perk Build – [] 
Note that depending on your subbuild, you can swap between taunt, indom, or colossus/fort mind. For instance one of my tanks is designated as enemy #1 and does not really need taunt as he’s always completely surrounded (60+ def at level 11). In other cases, I trade colossuses for fort mind based on stat needs.
Final Example
Battle Brothers Best Builds for Mercenary - Tank Build - 9C56FF1
Note his Mdef without the famed shield is 39 and his nak*d fatigue is 140. Realize he is level 16 so some stats are inflated compared to where he was at level 11 (Mdef being 5 points higher. He was 35 at 11). Also I always use a goblin spear because its fatigue cost is so low (-3). Since these guys are built for defense, I don’t want a weapon that has a large fatigue cost plus spears give a +% to hit.

Desired Stats:
MA: 85+
Rdef: 15+
HP: 70-80
Fat: 130+
Resolve: As high as possible
Traits: Determined, Fearless
The banner or sergeant is the guy that gives resolve buffs to your entire party and helps rally. WIth that said, he needs as high of resolve as possible. Sky is really the limit here.
Perk Build – [] 
Note I use fearsome as my last perk. You could choose from a lot of other options instead, but this does result in a really high resolve check when fearsome procs on living enemies.
Final Example
Battle Brothers Best Builds for Mercenary - Banner Build - C1E0BB7
Note that Meinrad has 128 resolve after Fort Mind and Fearless.

Desired Stats:
MA: 90+
Mdef: 35+
HP: 70+
Fat: 130+
Resolve: 50
Traits: Iron Lungs, Strong
Your 2H are going to be your main damage dealers. Some might argue that throwers become the main damage dealers once certain DLC’s are used, but in my experience with the base game only, these are the main force in my party. I have different variations of the perk build below based on sword, hammer, or ax. Sword hammer I give reach advantage while I my 2H ax guys quick hands since I don’t use their aoe as often.
Perk Build – [] 
Note I use fearsome as my last perk. You could choose from a lot of other options instead, but I build my party around making the enemies have constant resolve checks when fearsome procs on living enemies.
Also I should point out, some of my 2H’ers have gifted while I gave others rotation. I use a log of dogs to help chase down enemies, encircle them, and just be a general nuisance. With rotation, you can use them to engage enemies or get out of harms way as well, but that’s also 3 less Mdef as well. So it’s a trade off.
Final Example
Battle Brothers Best Builds for Mercenary - 2H Build - 06109F7
Note that Dirk does not have a weapon perk assigned yet. I was/am hoping to get a famed 2H still before I take on Black Monolith, but I keep getting shields and famed 1H’s.

Desired Stats:
RA: 90+
Rdef: 30+
HP: 60-70
Fat: 115+
Resolve: 50
Traits: Iron Lungs, Strong
Perk Build – [] 
For the last perk, I’ve alternated between fearsome, overwhelm and duelist. It depends on the archer’s final stats. If he has really high resolve, pick fearsome. Is he able to have really high initiative and still meet the desired stats? pick overwhelm. Do you want a pure damage dealer? Pick duelist so his throwing weapons ignore more armor. Also some players don’t use the Bags perk for this setup; in that case, you could do duelist + overwhelm/fearsome. I like the versatility of it and choose to have it instead.
Final Example
Battle Brothers Best Builds for Mercenary - Archer / Thrower Hybrid - 984A5F5

Desired Stats:
RA: 85+
MA: 85+
Mdef: 20+
HP: 80
Fat: 100+
Resolve: 50
Traits: Strong, Eagle Eye
Perk Build – [] 
Now this is a build I’d thought I’d like more. Early game Konrad was great, but I was expecting him to last until late game. He just falls short in actual experience, meaning that he gets hurt too quickly and/or does not do enough damage. With my melee hybrids, they may not be able to do a ton of damage, but their survival is much higher and their utility is much better. I should mention that this build was inspired by

YouTube player

and he loves his VIP killer as he calls it. If you haven’t ready, I suggest watching his videos. His ones on

YouTube player

were really helpful as well because they help illustrate how useful mobility is. Before I’d just have two battle lines meet and fight to the death; now my melee hybrids and bannerman hit with a polearm and move away each turn.
Final Example
Battle Brothers Best Builds for Mercenary - Xbow / Polearm Hybrid - 894A0A2

Desired Stats:
MA: 85+
Mdef: 20+
HP: 70-80
Fat: 125+
Resolve: 50
Traits: Iron Lungs, Strong
Perk Build – [] 
Now there’s a couple options in this build. I started with a Polearm Hybrid that has rotation; I’d actually recommend footwork over that. This is the kind of build that can engage in melee, but most times is not built to stay on the frontlines. With that in mind, I’d take footwork instead. Then I can choose when to attack twice (polearm 1x, quickhands to khopesh, khopesh 1x). Also I really have liked the khopesh as my sidearm, choose what 1h best suits your needs. You can see I also use fearsome here and again you can choose something else that better fits your style or needs. Also, an early game version of this build would be to expect lower fatigue from a recruit and use nimble instead of battleforged; lategame, however, you can be more choosy.
Final Example
Battle Brothers Best Builds for Mercenary - Polearm Hybrid - CD31C11

Desired Stats:
MA: 90+
Mdef: 35+
HP: 70+
Fat: 125+
Resolve: 70+
Initiative: 150+
Traits: Quick, Lucky
Perk Build – [] 
This guy was inspired by two sources, a reddit – [] post by BSRussel and FilthyRobot – [] ‘s “Blueberry Hunter” build. Now I don’t like some of the perks FilthyRobot picks for his build and part of the reason for that is that his build is pretty 1 dimensional. It’s built for killing geists and that’s about it. On the other hand, most players are going to wonder why the heck I picked BOTH overwhelm AND Fearsome. A couple reasons. First and foremost, this character lives a dangerous life; if he doesn’t dodge or block, he’s going to get 1 or 2 shot and both overwhelm and fearsome resolve fails result in lower hit chance for his target. Second, his #1 is to kill very well armored, hard to hit, enemies like hedge knights. If a fearsome proc results in the hedge knight’s resolve dropping, he is now increments of +10% easier to hit. I ended up loving this character, but he had to be babysat until he reached level 10 or 11. Now though, I regularly take him into hard hitting camps like orc camps or hedge-knight dwelling raider camps. Part of the reason why I like him so much is that he provides a play style that is extremely different from so many other of my builds; in fact, he’s the only late game character where I want a high initiative.
A couple other things I should mention. You can s*rip him down to pretty bare bones armor and shield to give the least amount of fatigue penalty (-4 overall from a gobbo shield), but it lowers his already low armor rating which raises his chance of being 1 shot even higher. I ended up going with the setup you see below.
The second thing I want to mention is that this is a good example of where dodge shines. At 0 fatigue, his total defense is at 77 which is just absurd, higher if I use ~0 fatigue armor. That’s tank levels of defense and really good tanks at that. Now granted as he gains fatigue, that’ll go down, but if you manage his fatigue well and don’t waste it before you have his target’s resolve dropping, you should be fine. You might ask why not Relentless? I actually had waited to pick that last, seeing first if I really needed it. If you’re not familiar, relentless reduces to penalty to initative from fatigue as a character gets tired. In my experience, his initiative was either always better than his opponent (orc, raider, undead) or always worse (goblins) so it had little effect on turn order. Second, because he wasn’t getting fatigued until engaging due to pathfinder, I wasn’t terribly worried about lack of initiative hurting his dodge bonus until he was fighting someone, and the enemy was already in trouble.
Final Example
Battle Brothers Best Builds for Mercenary - Dagger Assassin - E6935FF

Desired Stats:
MA: 80+
Mdef: 25+
HP: 70+
Fat: 110+
Resolve: 50+
Initiative: 125+
Traits: Any positive ones
Perk Build – [] 
This, like my fearsome hammer build, is meant for early game recruits that don’t quite make the cut in other areas. Lack luster melee attack, melee defense and fatigue are good enough to make decent overwhelm flail mercs. Somethings to note:
#1 You don’t need high initiative like my example below, but you do want something around 80+ after armor, otherwise, overwhelm will not proc. To be clear, your character must go before the enemy he is target for overwhelm stacks to be added. Chances are this won’t happen against goblins (b/c of their extremely high initiative), but will often work against undead, orcs, and sometimes raiders.
#2 Juggler and Killer on the Run get bonuses to +hit head%’s, but aren’t necessary.
#3 I used adrenaline in all the recruits I built to this build and it worked really, really well early game. Wait for enemy to move close, close distance, get one hit in, adrenaline, get next turn, hit twice, kill or maim and start that snowball. Adrenaline works even better if 2 or 3 of your company have it as they can all focus 2 or 3 enemies before they even have a chance to act.
#4 I do actually have relentless on this build because he doesn’t have pathfinder, flail swings are very fatigue intensive, and I shield walled frequently as well. Thus any characters I had with this build got fatigued very quickly.
#5 Flails make for good early game weapons, but bad late game because enemies usually have poor head armor, your recruits don’t have high enough MA to hit through shields yet, and late game, flails just don’t have the alpha damage to be competitive among late game recruits.
Final Example
Battle Brothers Best Builds for Mercenary - Early-game Overwhelm Flail - 2EA120B

Desired Stats:
MA: 85+
Mdef: 25+
HP: 70+
Fat: 120+
Resolve: 70+
Traits: Iron Lungs, Strong
Perk Build – [] 
I have to admit, picking hammer was a mistake…at first. I actually meant to make a mace fearsome build. But after I started playing more, I enjoyed using hammer with fearsome more than I had in previous runs with mace. With an early game mace build, you pick it so you can stun an enemy to effectively remove him from combat (keep in mind orc warriors are immune to stun). Now with a fearsome hammer build, you can somewhat achieve the same end result, albeit a little slower, but also #1 cause damage and #2 eventually kill an opponent, neither of which a stun build does very well. This build I actually ended up using longer than the overwhelm flail because he was effective against later game camps for longer. It’s not something I’d keep for end game fights, but it’s extremely useful up and until that point.
By the way, if you can somehow pick up some direwolf mail armor – [] , this takes advantage of the -5 resolve to enemies bonus very well.
Final Example
Battle Brothers Best Builds for Mercenary - Early-game Fearsome Hammer - 3AC8415

Desired Stats:
MA: 90+
Mdef: 35-40
HP: 85+
Fat: 105+ (target is 25 usable fatigue after armor/weapons)
Resolve: 60+
Traits: None required
Perk Build – [] 
Inspired by this reddit post – []  and a few others, I decided to try out a stam neutral build. At the time I was just getting no good recruits and was stuck. I cannot believe how much I like this character now. I now try to have 2 of these guys. By the way, due to the limits of weapon types in the base game, you’ll have to use an Orc 2H ax/Greatax paired with a Longaxe. There’s other 1tile/2tile combos you can use with the DLC’s, but that’s what works for this setup in the base game; it works really well though.
25 usable fatigue? What?
So a little known detail (at least for me) was that no matter what, your characters regain 15 fatigue at the end of each round. This means no matter what, a character can make at least one action, assuming it’s 15 fatigue or less. And guess what, with Ax mastery, you can swing once with an Orc 2H Ax. And they hit like a freight train falling off a cliff.
So why are they so fun?
Because you’re not concerned about fatigue, you no longer need recover or brawny. And because you don’t have a lot of fatigue to use each round, indomitable and reach advantage are out of the question as well. This opens up a lot of other perk options. In this case, my guys have quick hands and can hit 1 or 2 tiles away. Just smacked the living tar out of an enemy, he’s barely alive, but his buddy just rotated him out of your reach? Well…where are you going sunshine? >Switch to Longaxe, proceed to finish the job.
Also because you’re not worried about fatigue for recruiting, you can focus on available recruits that have really high Mdef but crappy fatigue and make something out of them while in other circumstances you wouldn’t be able to.
This build setup is my favorite of all of mine. He can pseudotank while do great single target damage and can sit on the frontline or the second row. It’s a really helpful build both early and late game. 40+ Mdef, 85+ hitpoints plus Battleforged means he has pretty good staying power while fighting face to face with enemies. It’s a pleasure to watch this walking mountain just slam into opponents.
Final Example
Battle Brothers Best Builds for Mercenary - 2H Ax Stam Neutral - 0B710C7

Battle Brothers Best Builds for Mercenary - Summary - 71DEE59
Hopefully all this helps. I know it’s a lot of builds to chew through, but I thought it’d be helpful to see how someone else puts together his mercenary company.
By the way, as far as numbers, I tend to run:
1 Bannerman
3 to 4 Tanks
1 Assassin
1 Xbow/Polearm Hybrid
3 Archer/Thrower Hydrid
2 Polearm/1H Hybrid
2 Stam Neutral 2H Ax
4 2H Weapon Specialists (5 if I dropped the Xbow Hybrid or Fearsome Hammer)
Good luck out there and happy hunting.

Written by Vampiresbane

This is all for Battle Brothers Best Builds for Mercenary hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!

  1. Fnaf naruto
  2. Pink imdb rating
  3. Italian dear crossword clue
This item has been removed from the community because it violates Steam Community & Content Guidelines. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
This item is incompatible with Battle Brothers. Please see the instructions page for reasons why this item might not work within Battle Brothers.
Current visibility: Hidden
This item will only be visible to you, admins, and anyone marked as a creator.
Current visibility: Friends-only
This item will only be visible in searches to you, your friends, and admins.
A Battle Brothers Build Guide [Partially Updated for Blazing Deserts DLC]
This guide covers some of the builds i have found to be most viable, useful and versatile over the course of my playtime. Included are a list of perks for each build, some explanations and comments as to why these should be taken and how they should be used, recommended talent star distributions, recommended starting attributes, and some recommended equipment, backgrounds and traits. This is not a basic tutorial and assumes you already have at least a little experience with (or knowledge of) the game, its mechanics, its enemies, etc.

This guide has been updated with a short(-ish) section at the end addressing the Warriors of the North DLC and corresponding update.

This guide has been partially updated for the Blazing Deserts DLC and its corresponding free patch. Older builds have been reworked to reflect the perk balance changes. However, the addition of new weapons and equipment with novel abilities has also opened the door to entirely new builds and could represent a paradigm shift in the ways in which the older builds are used. Dedicated BD section pending.
First, some preliminary comments about recruiting and leveling.

1. What is important to look for when recruiting new characters?

a) Try out new recruits first and check for "deal-breaker" traits. Asthmatic and Dastard are particularly nasty and should always be avoided; Clubfooted is a no-go on builds which need to be mobile; Irrational, Pessimist and Superstitious will harm any build which is meant to engage in melee and thus suffer frequent morale checks or be targeted by enemy mind spells. Finally, there are a number of traits which reduce your attributes - these may or may not be deal-breakers depending on whether the respective attributes are relevant for the build you're aiming for, or whether you can outweigh these negatives with good traits, good starting values or particularly good talents.

b) When assessing whether a character is viable for a given role, look to his attributes, specifically talent star distribution and starting values. What exactly you should be looking for here depends on each individual build. Remember that each talent star increases the average gain of that attribute by 0.5 points per level up. Thus every talent star is equivalent to an additional 5 points in that attribute by the time you hit level 11, provided you level said attribute consistently. Backgrounds matter since they affect the starting range of your attributes. Check out the Battle Brothers wiki page for more information on character backgrounds[] as i don't wish to cover them in this guide.

As a rule of thumb, i look for approximately the following values when hiring a new character (of relatively affordable background) whose build calls for requires certain "good" starting attributes:

Good Hit Points = 55 Good Melee Skill = 56 Good Fatigue = 100+ Good Ranged Skill = 48 (55+ for Hunters) Good Resolve = 44 Good Initiative = 110

(As for the defense stats, anything above zero can be considered "good" for the cheap backgrounds.)

Of course, some backgrounds may have trouble rolling this high, while others should be expected to roll quite a bit higher since they are also more expensive. Not all attributes are relevant for all builds. I will include in the build guide which attribute you should be looking for "good" starting values in, and which should have talent stars. Also keep an eye out for beneficial traits which increase these stats.

2. How to distribute attribute points on level-up?

In general, you will want to spend most of your points leveling up those which i will call "Primary" attributes for each build. These should also be the ones which have talent stars. Every build will have three such primary attributes, listed in order of relevance. Sometimes you may need to spend points getting a secondary attribute up, at least to a certain minimum value. There are certain HP, Resolve and Fatigue thresholds that no build should fall under, some even requiring quite a bit more.

Furthermore, when you increase a secondary attribute you will have to skip putting points in one of a character's primary attributes. Thus, if possible, try to do this when you roll low in one of the less important or already sufficiently leveled primaries. However, refrain from putting points into attributes which you don't need simply because you rolled poorly on that level-up for one of your primary stats, as this messes up your expected average that you should be looking to reach by level 11.

3. What "minimum values" should i aim for? And what about the Student perk?

The values your attributes should reach by level 11 depend on the role of each build, but also how lucky you are with your recruited characters' starting values and how much you are willing to spend for more expensive backgrounds. In this guide i will assume the backgrounds you will be recruiting are in the price category of the Hunter or below. With this in mind, there are some general guidelines you can follow for values you should be aiming for when leveling:

  • Try to aim for around 75-80HP on most of your bros (after Colossus). Archers can do with 60-70, while dedicated tanks may require around 90. 100+ HP is preferable for Nimble Duelists.

  • Try to have at least 50Resolve on any character that is likely to be engaged in melee. Defensive Shield Bro builds may need to go over 60. Backline builds like the Polearm Bro can do with 40-45, while Archers generally shouldn't need more than 40. Bannermen should go as high as possible.

  • Builds which use a lot of Fatigue will need more of a reserve here: Archers will need at least 80 Fatigue, ideally more, but also Two-Handers and Duelists wielding Orc Weapons can have up to 80 Fatigue after armor. Most others can do with around 70, while the least Fatigue intensive, the Polearm Bros, can function well even with 60.

  • Initiative is generally only used for Overwhelm Archers and Dodge Duelists, in the latter of which you should go as high as your other attributes' demands will allow. You can reach 140-150 with a talented bro.

  • Melee Skill (for melee builds) and Ranged Skill (for ranged builds) can and should go as high as you can possibly get them, more is always better. However, some builds may wish to prioritize other attributes instead, e.g. the Shield Bro may want to sacrifice some Melee Skill in Favor of Melee Defense or Resolve if there are not enough points to go around. The ranged Hybrid will want to prioritize Ranged over Melee most of the time, and vice versa for the Bannerman. Some good values to aim for are:
    • at least 65-70 Melee Skill on basic Shield Bros (except for purely defensive builds which can skip leveling it entirely), slightly more on ranged Hybrids if possible,
    • preferably 85-90+ on Two-Handers, Polearms and Duelists,
    • 90-95+ in Ranged skill for good Archers, and around 80-85 for Hybrids.

  • Melee Defense should also be as high as you can get it on all builds which are meant to engage in melee. It is absolutely crucial you do not skimp on this as you will need to be able to reliably dodge attacks even when debuffed or when up against particularly accurate enemies. Good frontliners should be able to reach 30-35, while dedicated tanks should get up to 40+.

  • Ranged Defense will be the attribute which most of your builds will struggle to find points to invest in. However, good values to try to aim for are around 10-15 for frontline builds (Shield Bros need it less than Two-Handers or Duelists) and backliners with Anticipation, and around 30-35 for backline builds without Anticipation. With some lucky rolls on more high tier character backgrounds you may even be able to get your shieldless frontliners up to 20.

As for the Student perk, it is first and foremost a necessity when your build calls for only one Tier 1 perk and no Tier 2 perks, thus letting you skip to Tier 3 without wasting a perk point. Depending on whether you get lucky with high starting HP characters, some builds may be able to skip Colossus. In this case taking Student will be a must. Secondly, Student will get you to level 11 faster, but there is a trade-off in combat efficiency and particularly survivability that you incur when delaying your perks by one level. If you're feeling confident you can keep your characters alive, take it.

Now on to the actual builds:
Your main line of defense, the tank, he is not there to do damage as much as he is there to bind and keep the enemy in place, oftentimes multiple enemies at once, soak up damage and protect the backranks while your main DPS characters deal with the foe. If required however, this bro can and will kill weaker enemies standing in its path. This build uses a shield and a one-handed weapon. He can be built slightly more offensively or more defensively, depending on personal preference.

Melee Defense, Fatigue, Melee Skill.
Resolve, HP, Ranged Defense.
Recommended Talent Stars:
Melee Defense, Fatigue and Melee Skill.
Recommended Starting Attributes:
Very GoodFatigue (105+), GoodResolve, and HP; decent Melee Skill (>50).

Note that, with the exception of the Sergeant, this is the build for which Resolve is the most important, as he will need to be able to be engaged by multiple enemies at once and stand his ground. It may be important enough to prioritize leveling it over Melee Skill, at least up to a certain point. For an even more defensive build, put more points in Resolve and Ranged Defense at the cost of some Melee Skill.

Talent Stars in Melee Defense and Fatigue are a must, ideally even 2 or 3 Stars. Talent Stars in Melee Skill are optional and there is nothing wrong with only having 1 Star here or entirely elsewhere (e.g. Resolve).

  • Colossus – Always take this perk on every build, unless you have a specific reason not to. It is a lifesaver in the beginning of the game and it will save you having to invest points into HP later on when faced with enemies which do direct HP damage such as Goblins using Puncture, Ancient Priests using Miasma clouds, etc. Without Colossus you can very easily lose characters to such armor bypassing attacks.

  • Recover – Use as needed to allow more spamming of Shieldwall or Indomitable or just to be able to keep swinging your weapon at enemies after you have tired yourself out.

  • Shield Expert – Not only will this increase the defense that shields provide, it will significantly increase their durability vs Split Shield attacks.

  • Brawny – This build should be very heavily armored, the heavier armor the better, and it will need enough fatigue to use Shield Wall and still be able to attack.

  • Rotation – THE lifesaver skill. A bro can use it to swap himself out of melee or save another bro by swapping himself in.

  • Weapon MasterySwords have decent damage, low fatigue cost and increased to-hit chance; Flails are weaker in damage, especially against armor, but can be situationally useful in getting around shields; Axes and Maces do well against armored opponents (with Axes being quite a bit stronger than Maces in terms of general damage) and their special abilities can certainly come in handy in some situations; Hammers are a dedicated anti-armor weapon, while Cleavers are excellent against unarmored opponents. Spears have a lower damage output in the late game than other weapons, however Spearwall can still be tactically useful and their hit chance bonus is very valuable on low melee skill bros. Try to have a good mix of weapons in your mercenary band to cover all needs.

    Since the Shield Bro will never have particularly good melee skill, it is heavily recommended to use weapons which offer a hit chance bonus such as spears or swords. Three headed flails are also a viable option to prevent enemies escaping this Bro's zone of control

  • Underdog – This build will frequently be engaged in combat with multiple opponents, thus negating the surround bonus the enemy gets is essential for increasing survivability.

  • Battle Forged – The heavier the armor you wear the better this perk will be. Even if you think your armor is heavy enough, it's not. Get even more armor.

  • Indomitable – This perk can greatly increase the survivability of your bro when holding off enemies, and is particularly essential in preventing injuries from high armor pentration attacks, being stunned and unable to shieldwall, or being moved around by certain enemies that would otherwise greatly disrupt your formation.

  • Player's Choice – Since there are no more must-have perks for this build, the last perk point can be assigned according to personal preference. I recommend considering
    • Lone Wolf for situations when a Shield Bro needs to split off from the group and hold off multiple enemies alone. Alternatively,
    • Pathfinder greatly helps when fighting in swamps and forests and also provides a substantial advantage when traversing elevation, snow etc.;
    • Taunt could be used by a Shield Bro to protect weaker allies or forcing enemies to use offensive skills instead of shieldwall, though the skill can be notoriously unreliable at times;
    • Quick Hands could be used to swap in a second shield when the first one breaks;
    • Backstabber help mitigate the slightly lower Melee Skill of the Shield Bro when engaging enemies together with other bros; or you may consider picking a
    • 2nd Weapon Mastery to have some versatility and weapon choice for different opponents (only recommended for offensively gifted bros).
    Any of these choices are perfectly fine.

An even more defensive variant of the Shield Bro can forego the Weapon Mastery in favor of Fortified Mind which greatly helps him hold the line when faced with encirclement and/or resolve testing spells.

A character with the Iron Lungs trait can be especially useful in this role due to the high fatigue cost of the abilities this build will need to use.
Using two-handed weapons in close combat, this build will be the primary damage dealer in the late game. It is also – with the possible exception of the Duelist – the most demanding build, needing both exceptionally good starting attributes/talent stars and sufficiently heavy armor to be able to survive. This build starts out weak and will need to be leveled in the back ranks or as a shield wielder initially.

Melee Skill, Melee Defense, Fatigue.
Ranged Defense, Resolve, HP.
Recommended Talent Stars:
Melee Defense, Fatigue and Melee Skill.
Recommended Starting Attributes:
Very GoodFatigue, GoodMelee Skill, Resolve and HP; if possible, at least a few points in Melee Defense and/or Ranged Defense.

For this build, it is essential to have high starting Melee Skill and Fatigue. This is the build for which it will most likely be worth recruiting the more expensive backgrounds, as it can greatly benefit from additional starting points in either Melee or Ranged Defense.

This build requires at least 2, preferably 3 Stars in Melee Defense, as well as some in Fatigue and Melee Skill. This build's greatest weakness is its lack of Ranged Defense so don't forget to put some points into this secondary attribute every once in a while.

  • Colossus – Same as for the Shield Bro. If anything even more essential here.

  • Recover – Essential if frequent use is made of fatigue intensive skills such as Adrenaline or Indomitable, and very useful when AoE attacks or repeated triggering of Beserk have exhausted the bro.

  • Brawny – This is another build which requires the heaviest armor possible.

  • Rotation – Not only does rotation increase survivability, it often also allows you to get into positions which you otherwise couldn't without moving two tiles, thus letting you move and attack in the same turn.

  • Weapon MasterySwords are the most versatile due to having both a line attack and a sweep attack, and they have decent damage vs both armored and unarmored targets. Axes have the highest single target damage output due to their special mechanics (head+body hits, higher critical hits), however their round swing is only situationally useful and too fatigue intensive most of the time. Maces have decent anti-armor capabilities and excel at controlling single targets through Stun and Daze. Hammers are excellent against heavy armor and their sweep attack makes them almost as versatile as the Sword, though its knockback can sometimes be more hindrance than help. Despite their ability to get around shields, Flails are not worth using as their overall damage output is too low. Finally, the Cleaver stands out as potentially the most interesting choice, if you can get your hands on a Crypt Cleaver, which only uses 4 AP per swing, allowing you to hit twice, or even three times with Beserk, though this will quickly drain your fatigue!

  • Underdog – The Two-Hander Bro will frequently be fighting multiple enemies at the same time, thus making this perk almost a necessity. It is theoretically a possibility to switch this out for Backstabber (at your own peril!) if you have a particularly high Defense but low Melee Skill bro.

  • Battle Forged – This build lives and dies by its armor.

  • Beserk – This will allow you to potentially hit twice in a turn or move, hit, move. For two-handed weapons this perk is a must-have.

  • Killing Frenzy – Combined with Beserk this perk can substantially increase your damage output for the next one or two swings.

  • Defensive Perk – This build is lacking in perk points to cover all possible defenses, so you will have to choose whether you want:
    • Reach Advantage, if you are confident in your ability to hit the enemy and prefer to build up Melee Defense using Reach Advantage stacks. This is more useful for Swords and Hammers which can hit multiple targets at once. A build with Reach Advantage needs more Melee Skill but can afford to have somewhat lower Melee Defense in favor of increased Ranged Defense. DO NOT TAKE IF BUILDING AS HEAVY DUELIST VARIANT!

    • Indomitable, used together with Recover it can dramatically increase the survivability of this build. Particularly useful, perhaps even necessary, when facing exceptionally dangerous, high damage foes, as well as enemies that can move or stun the player. Works better with 1H Weapons or 2H Cleavers post-Blazing Deserts DLC as Indom. cannot be used in the same turn as most other two-handed weapons' attack skill

    • Or Anticipation, if you're lacking in Ranged Defense and find yourself peppered with arrows and bolts more than you would like to be. This is the option i would recommend least however, since most of the strongest enemies in the game are melee oriented. For fights against Goblins, just bring shields (or better yet, Shield Bros). For fights against Bandits and Noble Houses, simply close quickly into melee and the enemy archers will focus your backranks instead.

Adrenaline Variant: Adrenaline is a very useful tactical ability that has high synergy with Indomitable and that can be used to great effect in applying burst damage, catching fleeing enemies, or even saving other bros by eliminating the threat ahead of its turn. To take Adrenaline it may be worth considering dropping the Rotation skill since it is a competing use of fatigue. Alternatively a bro with considerably high starting HP may be able to forego Colossus.

Pathfinder Variant: Pathfinder can potentially be very useful on a two hander build in circumstances where the terrain penalty is harsh enough that moving would prevent the bro from swinging his weapon on the same turn. However another perk will have to be dropped for this - potential candidates to consider here are the Weapon Mastery, Colossus or the Defensive perk, depending on whether the bro is particularly gifted in fatigue, health or melee defense.

If using Fatigue intensive weapons like the Orcish Man-Splitter or the 2H Cleaver, it is advisable to use a character with the Iron Lungs trait.

Heavy Duelist Variant: Using a one handed weapon without a shield provides a significant damage boost, while taking the Duelist perk increases the armor penetration capabilities of your bro. Ideal weapons to use for a duelist are weapons with already high base armor penetration/armor damage, such as the mace, hammer and, to a lesser degree, the axe.

(See WotN DLC update section below for more info on the HD.)
The Archer is a necessary part of a well-balanced mercenary band. He fulfills such support roles as picking off highly dangerous but weakly armored enemies like the Orc Beserker or two-handed weapon wielders before they reach your lines, taking out potentially deadly enemy ranged attackers like Marksmen and Arbalests, sniping enemy spellcasters like Necromancers or Hexen, disposing of weaker targets on the flanks when your line is threatened with envelopment, as well as dealing with injured and fleeing enemies. Though probably his most importantly function is in taking out Goblins and their Shamans from a safe distance where you don't have to fight against constant vines, nets, daggers being slipped under your armor and showers of throwing weapons.

Note: Since bows are typically weak against armor, and crossbows (while good in early game for the accuracy boost) lack the DPS to scale well in the later game, an anti-armor variant which employs throwing weapons at close range will be explained below.

Ranged Skill, Fatigue, Ranged Defense.
Recommended Talent Stars:
Ranged Skill, Fatigue and Ranged Defense.
Recommended Starting Attributes:
Very GoodRanged Skill, GoodFatigue and HP.

This build should increase Ranged Skill and Fatigue above all else. This is not a build that should ever get into melee, and if engaged, make sure to get them out ASAP. This also means, no standing directly behind your front lines when fighting enemies which can knock you around such as Orc Warriors and Unholds. Also, they are virtually useless in a fight against the Ancient Dead – use the Polearm Bro here instead for backline DPS, or build them as Hybrid Bros.

High Talent Stars in Ranged Skill are mandatory, as well as at least one or two in Fatigue. Stars in Ranged Defense are nice but not essential. Leveling HP is also great for Nimble builds such as the Archer, since it can protect this bro in case something goes wrong and he is engaged in close combat.

  • Colossus – Especially useful on a Nimble bro.

  • Fast Adaptation/Quick Hands – FA is mostly used in the early game when your Archers don't yet have very high Ranged Skill yet, though it remains useful against very dodgy opponents like Goblins or Master Archers even into the late game. A hunter has high enough ranged skill that they can and should take Quick Hands instead to switch quivers or pull out a backup melee weapon in a pinch.

  • Bullseye – This will allow you to much more reliably hit targets that are in cover. Oftentimes enemy ranged attackers or spellcasters will hide behind obstacles or tanky minions.

  • Anticipation – Your Archers will be most often targeted by the enemy's ranged attackers once your front line has engaged into close combat. Even with Nimble, the Archer should be getting hit as seldom as possible since their armor cannot absorb much damage. For bros with exceptionally high starting Ranged Defense or high numbers of defensive Talent Stars, it could perhaps be replaced for a more offensive perk such as Head Hunter.

  • Bow Mastery – The Archer's defining perk. Not only does it reduce the fatigue incurred when firing the bow, it also increases your maximum range by 1.

  • Footwork – Instead of Rotation, the Archer Bro uses Footwork to stay out of trouble and disengage when threatened. This will save many Archer lives.

  • Nimble – To make up for his lack of armor, the Archer Bro can use Nimble to magnify his HP pool. *(See below for recommended armor.)

  • Beserk – The Archer's larger freedom in choice of targets across the battlefield allows him to maximize the use of this perk by consistently looking to last-shot wounded enemies. This will use a lot of fatigue and will require some use of Recover over longer fights.

  • Killing Frenzy – This perk synergizes especially well with Beserk.

  • Recover – The Archer will go through a lot of fatigue, whether triggering Beserk or using Footwork to escape danger, Recover is always useful.

The main recommended background for this build is the Hunter - all others are inferior, though poachers and a few other backgrounds with reasonably high starting ranged skill (45+) and good talent stars may also make adequate archers.

Throwing Duelist Variant: take Throwing Weapons Mastery as well as the Duelist perk, then use Quick Hands to switch to Heavy Javelins (or Heavy Throwing Axes vs enemies resistant to pierce attacks) at close range; this build has a high potential of inflicting crippling injuries. Executioner synergizes well with this variant even without Crippling Strikes.

Perks that can be dropped for the variant are Footwork (if you are confident in your ability to keep this bro out of melee), Colossus, Anticipation or Recover (depending on whether either health, ranged def or stamina is exceptionally high).

*Recommended Armor: Noble Mail (160 Durability, 15 Fatigue) and Sallet Helmet (120 Armor, 5 Fatigue, 0 Visibility Penalty). The 20 total fatigue leave you with 53% damage reduction from Nimble out of the maximum 60% at 15 fatigue.
This Bro keeps the other Bros from falling apart and fleeing. He is necessary against Geists and very useful in wielding the Banner to boost his comrades' resolve against Hexen. His passive Resolve boosting is also of use against the Mighty Roar skill of Orc Warlords and the Ancient Priest's Horrify. When not using the Rally skill he can serve as a supportive backrank damage dealer with either Polearm or Crossbow.

Resolve, Ranged Defense, Fatigue.
Melee Skill, Ranged Skill, HP or Melee Defense.
Recommended Talent Stars:
Resolve, Ranged Defense, and Melee Skill or Ranged Skill.
Recommended Starting Attributes:
Very GoodResolve (50+), GoodFatigue and HP; if possible, decent Melee and Ranged Skills.

This build should increase above all its Resolve. The higher the better. Ranged Defense will primarly ensure that the Bannerman does not get sniped by enemy archer fire, though this doesn't need to be leveled as high as for archers since the Bannerman can be more heavily armored. Leveling up Fatigue is also important to ensure that the Bannerman can actually use the fatigue-intensive Rally skill a decent number of times. Furthermore, some Melee Skill or Ranged Skill should also be given.

The Bannerman should have at least 2, preferrably 3 Stars in Resolve. The other two recommended Talents are not as essential, and either one of them can be replaced by Talents in Fatigue or Ranged Skill and this build will still turn out just fine.

  • Colossus – He may not be Nimble but he can still benefit from more HP, thus allowing him to put more attribute points elsewhere.

  • Fortified Mind – The Bannerman's Resolve needs to be as high as it can get.

  • Quick Hands – Allowing the Bannerman to switch between his Banner and a Crossbow or better Polearm without AP or Fatigue cost.

  • Rally the Troops – A Bro is not a Bannerman without it.

  • Anticipation – This perk allows the Bro to occasionally forego increasing Ranged Defense and invest in other attributes instead.

  • Recover – The Bannerman will not have many points to invest in Fatigue. Recover is a good choice for longer fights when Rally will have to be used many times.

  • Polearm Mastery – Allowing the Bro to cut down a little on the Fatigue use from attacking with his Banner or another Polearm, as well as increasing his movement range by 1 tile while still being able to attack during the same turn due to the reduced AP cost. Keep in mind that the Billhook is by far a better weapon than the Banner and should be used whenever possible instead.

  • Crossbow Mastery – Sometimes you need a little more ranged DPS. The Bannerman, though by no means expert in ranged combat, can at least get one or two shots off at approaching enemies before switching to his Banner or Polearm.

  • Footwork – A Bannerman built in this fashion will be vulnerable to melee. Use footwork to get him out of trouble. A tankier Bannerman can use Rotation instead.

  • Backstabber – The Bannerman cannot afford to put many points into Melee Skill, and Backstabber can compensate for this, especially since most of his targets will usually be engaged in melee with other bros.

A more tanky, heavily armored variant of the Bannerman which can better survive being engaged in melee can pick Brawny and Battle Forged instead of Crossbow Mastery and Anticipation. This allows him to use very heavy armor indeed, though remember that this requires increased Fatigue and heavier focus on melee abilities.

If your Bannerman does not have the Ranged Skill or corresponding talent necessary to use Crossbows effectively, take Nimble instead as it greatly increases his survivability in light armor.
This Bro is a dependable backrank damage dealer. He can hit consistently and is tanky enough to hold the flanks, at least for a while, against weaker enemies.

Melee Skill, Melee Defense, Ranged Defense.
Recommended Talent Stars:
Melee Skill, Melee Defense and Ranged Defense.
Recommended Starting Attributes:
GoodMelee Skill, Fatigue and HP.

This build should mainly seek to increase its Melee Skill in order to be able to hit enemies reliably. There is no need to have a very high Fatigue pool for the Polearm Bro since Polearms are comparatively low in fatigue consumption. Mainly he should have enough Fatigue to be able to wear the heaviest armor available to the mercenary company after equipping its frontline Bros. The rest of the points can be distributed among the two Defense attributes, making the Polearm Bro resistent against both ranged and melee attacks.

The Polearm Bro does not require many Talent Stars and even a second rate character can become a Polearm Bro with just one or two Stars in Melee Skill, though Stars in the Defenses are also beneficial.

  • Pathfinder – Together with Polearm Mastery, Pathfinder can drastically increase the mobility of this otherwise rather sluggish build.

  • Backstabber – The Polearm Bro will mainly engage enemies from behind the frontline. Backstabber will make him a truly reliable damage dealer.

  • Anticipation – Due to his lack of shield, this build must either increase Ranged Defense or take Anticipation. Taking this perk frees up points for other attributes.

  • Rotation – The Polearm bro is tanky enough to be able to rotate into the place of another Bro to save their life in an emergency, though he should not be left in this position for long.

  • Polearm Mastery – The reduction in Fatigue consumption comes in handy for Beserk, and the reduced AP cost opens up many tactical opportunities.

  • Beserk – Due to the Polearm's relatively low Fatigue cost to swing, Beserk is a very viable choice, significantly increasing this build's potential damage output.

  • Battle Forged – The Polearm Bro will rely on heavy armor to tank damage when he is forced to engage in melee.

  • Killing Frenzy – If Beserk can be triggered, Killing Frenzy will further increase the damage done by the Polearm bro.

  • Brawny – Brawny will very likely be necessary to keep fatigue at reasonable levels while still wearing the kinds of heavy armor that the Polearm Bro will aim to use by the endgame.

  • Colossus – The Polearm Bro is not Nimble, and is likely to be targeted by armor piercing attacks from enemy crossbows. More HP will also help him survive longer under the Miasma cloud cast by an Ancient priest.

Variants of the Polearm bro can use Polehammers or Longaxes instead of Polearms, taking the appropriate Mastery perk instead. These do NOT get the AP benefit of Polearm Mastery though, making them less mobile, and they do not offer major advantages in damage over the Billhook.

The Polehammer's anti-armor attack is overkill against all but the heaviest armors, and its basic attack is only slightly better against armor than the Billhook's while being significantly worse against unarmored opponents. The Longaxe does rather poorly against armor compared to the Billhook while its damage against unarmored is only slightly higher. It can be useful to use the Longaxe to break shields, though by the late game your Melee Skill should be high enough across the board such that breaking most shields would be a waste of action points which could have been better spent doing damage.

If you do not have any Hybrid Archers, nor many other builds which use Axes, it may be useful to take Axe Mastery instead of one of the more defensive perks like Colossus or Anticipation, in order to be able to quickly break the shields of Schrats, and - if your Melee Skill isn't high enough to reliably bypass their Shieldwall yet - of Ancient Legionares and Noble House Footmen.

The (Bladed) Pike can be a good alternative to the Billhook for fights against particularly dodgy but lightly armored opponents due to its bonus to hit.
The Hybrid is a notable variant of the Archer that is more versatile at the expense of sacrificing some performance in ranged combat. Its primary function is to act as a support shield breaker and occasional backrank damage dealer in cases where using the bow is not an option (such as against the Ancient Dead).

Ranged Skill, Fatigue, Melee Skill.
Recommended Talent Stars:
Ranged Skill, Fatigue and Melee Skill.
Recommended Starting Attributes:
GoodRanged Skill, Melee Skill, Fatigue and HP.

This build requires rather high starting values for quite a few attributes. In particular you will need a background which can roll high both on Ranged and on Melee Skill. The sacrifice will come at the expense of some Ranged Defense and/or Fatigue.

The usual Stars in Ranged Skill and Fatigue that an Archer requires are necessary, in addition, Talent in Melee Skill can be very useful, though a high starting value can suffice instead.

  • Fast Adaptation – To hit those dodgy targets.

  • Colossus – To make the most out of Nimble.

  • Bullseye – To hit obscured targets.

  • Anticipation – To avoid getting hit by enemy ranged.

  • Bow Mastery – What else for an archer?

  • Footwork – Get out of trouble.

  • Quick Hands – To switch to the Axe.

  • Axe Mastery – This is the main feature of this build, the Hybrid uses the Longaxe to break enemy shields and damage enemies resistant to his ranged attacks. If you have other ways of dealing with shields or your Melee Skill is subpar and you need an accuracy bonus, consider taking Polearm Mastery here instead.

  • Backstabber – Since this build will never have particularly high Melee Skill (as you should be focusing mainly on Ranged Skill and Fatigue), Backstabber serves to make it a little more viable.

  • Nimble – The main way in which the Hybrid mitigates damage, both ranged and, in case of emergency, melee.

Again, the best background for this build is the Hunter, though a few others which roll high in both Melee and Ranged could work if you are willing to sacrifice some Ranged Skill. In particular, Bowyer, Sellsword, Witchhunter, Squire, Beast Slayer and Poacher could make decent Hybrids with enough Talent Stars in Ranged Skill.

For a purely shield-breaking variant of the Hybrid with little to no Melee capability, but which regains most of the ranged damage output of the Archer, replace Backstabber and Anticipation with Beserk and either Killing Frenzy or Recover. Instead of Melee Skill, level up Ranged Defense to compensate for the lack of Anticipation.

The Hybrid uses the same equipment as the Archer: Noble Mail and Sallet Helmet.
The Duelist is a highly specialized build and the one which requires the most exceptional character. The Duelist will be able to engage enemies in melee and do significant damage with only a one handed weapon and no shield or heavy armor, relying instead on his superior Dodging abilities and his Nimble perk to survive. The most common Duelist build uses a Sword with Riposte, though other types of duelists, such as Axe Duelists (using a one-handed orc axe), or Fencing Sword Duelists are possible.

Melee Defense, Melee Skill, Initiative.
HP, Ranged Defense, Resolve.
Recommended Talent Stars:
Melee Defense, Melee Skill and Initiative.
Recommended Starting Attributes:
Very GoodMelee Skill (>60), GoodFatigue, Resolve, Initiative and HP; some starting Melee Defense and/or Ranged Defense, as well as the Iron Lungs Trait.

The Duelist can greatly benefit from having the Iron Lungs trait as Fatigue loss lowers Initiative and the efficiency of Dodge (and Lunge). Furthermore, he should start with at least 5-10 Melee Defense and/or Ranged Defense, have high Melee Skill and Initiative and a good starting pool of both HP and Fatigue as well as at least decent Resolve.

In addition to the high Talents required in Melee Defense and Melee Skill, if the character does not have high Talent in Initiative, it may be better to level up Ranged Defense and Melee Defense individually instead, as each point in Initiative only translates to 0.15 Points in each of the Defenses respectively. The Initiative focused Duelist is particularly adapted to use the Fencing Sword, whose Lunge damage scales with Initiative. If you are building a non-initiative-focused Duelist, the third primary stat should be HP. This variant is explained below.

  • Colossus – Together with Nimble this will be the primary way in which the Duelist absorbs damage.

  • Dodge – The Duelist uses his high Initiative to Dodge attacks, both at range and in close combat.

  • Pathfinder – The Duelist needs to be highly mobile and not be impeded/fatigued by terrain.

  • Lone Wolf – Greatly increasing the Duelist's abilities when out on his own. Take Backstabber instead if you plan on sticking closer to the main group of Bros.

  • Sword Mastery – Reducing both the Fatigue cost of the basic attack, which the Duelist will use up to three times in a turn with Beserk, as well as that of the Riposte skill, which a Sword wielding Duelist will be wanting to use in combination with his superior Dodging skill to inflict large amounts of damage, especially when (partially) surrounded. Replace this with the appropriate Mastery if you're using another weapon instead.

  • Underdog – The Duelist, especially one using Riposte as his primary tactic, will frequently be engaged by multiple enemies at the same time. The Duelist should nevertheless not allow himself to be fully surrounded since the enemy will get increased to-hit bonuses if adjacent to him on all sides. Alternatively, for a non-Riposte Duelist wishing to avoiding getting surrounded, consider getting Footwork instead. In case of emergency the Duelist can use this to escape an unfavorable engagement. Or, switch it out for Rotation if you plan on using the Duelist closer to your main group of Bros to protect their flank instead of as a Lone Wolf.

  • Beserk – A Duelist with Iron Lungs will be able to make significantly more use of this perk than other one handed weapon wielders. Not as essential for Riposte focused Duelists, but still useful.

  • Nimble – When the Duelist does get hit, Nimble will serve to avert most of the damage.

  • Duelist – The namesake of the build, this perk will increase the amount of damage which bypasses opponents' armor.

  • Killing Frenzy – In order to maximize the damage done by a Duelist with Beserk and especially one managing to kill many foes with Riposte.

A Duelist without Iron Lungs may wish to take Recover instead of Pathfinder. Alternatively replace either Killing Frenzy or Beserk, reducing his damage output but ensuring he does not tire himself out.

The HP Tank variant of the Duelist is adapted for those who do not wish to rely on Initiative and Dodge. This Duelist cannot use the Fencing Sword and should have HP as his third primary attribute and talent, and level it accordingly. This Duelist aims to make the most out of Nimble by using his HP to absorb hits. Instead of Dodge, this Duelist uses Indomitable to avert damage in an emergency. This duelist can afford to use more fatiguing weapons.

For increased survivability a Duelist may drop Lone Wolf in favor of Indomitable. Alternatively, since bleeding attacks represent an extreme danger to any Nimble build, consider taking Resilient instead.

Equipment: As close as possible to 15 fatigue penalty from armor, to maximize the benefit of Nimble. The Sallet Helmet and Noble Mail are also excellent choices here until the mercenary company can find named armor better than this generic gear. The ideal equipment for a Riposte Duelist would be the Davkul Armor Set and the Legendary Weapon „Reproach of the Old Gods“.
An early game mercenary band will want to focus mainly on dependable Shield Bros with a few Polearms and as many good Archers as they can get, as well as - if available - a Bannerman.

By the mid game you should be transitioning into recruiting and leveling at least a few candidates for Two-Handers. By now you should have a decent number of good Archers/Hybrids to carry you.

The end game should be focused on transitioning away from the Shield Bro to the Two-Hander Bro. The exception being of course Goblin fights, where you will want to have as close as possible to a half Shield Bro, half Archer group to take them on. Against most enemies some Archers will continue to be extremely useful.

Fights against large numbers of Orc Warriors will require you to restrict yourself to only a few Archers and almost no Shield Bros (whose shields would frequently get destroyed by the Orcs), and instead use a large number of Two-Handers and some Polearms.

Against the Ancient Dead the required party composition involves a handful of Shield Bros to hold their position at key locations while the main bulk of your group, your Two-Hander Bros, will progressively sweep away the enemy, with the help of a few Polearms to replace the Archers who would otherwise be virtually useless against the Ancient Dead.

Feel free to mix in one or two Duelists according to your personal preference.
This is by no means a complete list, and there are of course a number of other viable builds that i may be missing - for instance, a dedicated Crossbow/Throwing Weapon build or a Nimble Two-Hander build may be very effective. You could also build characters which are more specialized to deal with very particular types of enemies that you find you have difficulties against, or you can simply experiment with incorporating some of the less common perks into your builds every now and again.

In addition, some of the recommended configurations of attributes and talents which i have suggested here may be difficult to find, and it may take a good number of tries before you find suitable candidates. You will have to settle for less than optimal characters and do the best you can to compensate for their weaknesses. You will certainly need to use a number of early game disposable bros as throwaway characters before you arrive at a more permanent composition for your mercenary band.
Update for Warriors of the North DLC
The Warriors of the North DLC and corresponding update introduced, among other things, whips, a new perk - "Relentless" - as well as heavy versions of the throwing weapons, the Heavy Javelins and Heavy Throwing Axes, which can be dropped by Barbarian Reavers. Thus a dedicated throwing weapons build with Duelist has emerged as an interesting option to deal with the new barbarian enemies as these weapons have the potential to deal high amounts of both armor and direct HP damage, especially at close range from behind your front ranks, as well as inflicting significant wounds even without Crippling Strikes, which can be greatly exploited by Executioner. More on this build in the new section below.

The introduction of whips with this update offers great utility in disabling some very high damage enemies, allowing you to take on more dangerous camps earlier, and most importantly dagger down enemies for their armor easier thus speeding up your gear progression. Whips stay situationally useful well into the late game as well. Thus we have the opportunity to update the Polearm build and turn it into a Polearm/Whip Hybrid. Not much needs to change, the Polearm build is already almost perfect for this. Simply replace one of the less important perks with the Cleaver Mastery perk and be sure to take Quick Hands as well.

If you are lacking in Fatigue or you simply can't fit in both Cleaver Mastery and Quick Hands into the build, consider switching Battleforged for Nimble and build a lightly armored Polearm/Whip Hybrid instead. This will free up another perk point since you no longer need Brawny in this case.

With the new Relentless Perk, an archer build with Overwhelm may be something you wish to consider (replacing either Footwork or FA/Quick Hands), as it allows you to protect your frontliners by debuffing the enemy from a safe distance. Relentless would also seem to suggest the possibility of using Dodge instead of Anticipation for ranged defense, which will allow you to forego some ranged defense in favor of leveling Initiative so that you can better Overwhelm most enemies.

Warning: Unlike in the case of Duelists, Dodge on Archers does not provide enough melee defense to allow for any substantial survivability in melee; if Footwork is dropped this bro will need to be extra careful to stay out of close combat situations.

Nimble duelists using Dodge can also make good use of Relentless if you can spare a perk point elsewhere (e.g. Pathfinder). However, with Nimble/Dodge being in most cases strictly inferior in terms of survivability (even with Relentless) compared to Battleforged+heavy armor i should add here that you may want to build a Heavy Duelist instead.

The Heavy Duelist is in principle nearly identical to a Two-Hander build (explained in the corresponding section above) but needing slightly more Stamina thus making it more appealing to find an Iron Lungs bro for this build, especially for one using the one-handed Orc cleaver/axe. The advantage over a regular Two-Hander bro is in the added versatility and mobility that the 4AP attack offers (much like when using a 2H Cleaver).

In order to be able to fit the Duelist perk into the Two-Hander build you will need to drop something else. I suggest dropping either Rotation or Colossus (more defensive and hp-gifted bros should stick with Rotation so they can save other bros while squishier Heavy Duelists should stick with Colossus to prevent injuries to themselves).

Increased necessity of Indomitable:
As a general comment on the older builds, i would caution that the high armor penetration of the barbarian faction's weapons as well as their use of Unholds make the Indomitable perk much more necessary now. Hence, you should try to include Indomitable/Recover on any frontline build, especially on Duelists and Two-Handers but also on Shield Bros to make them even tankier. Make plentiful use of Indomitable against Barbarian Reavers/Chosen wielding the very dangerous Skull Hammers and Spiked Maces, paying special attention to when they use Adrenaline. I also highly recommend to use Indomitable against Orc Young to prevent stunning, as well as Unholds and Orc Warriors to prevent being moved.

If you want to be able to reliably use Indomitable, use the Recover/Adrenaline combo to guarantee you can activate Indomitable before getting hit. Of course this requires sacrificing another perk elsewhere, so be sure you are not giving up anything too essential if you want to use this tactic.
New Build: Throwing Weapons
Essentially the Throwing Weapons Bro is a hybrid melee/ranged build, with good stats in both ranged and melee skil (prioritizing ranged over melee), and decent ranged defense. Very high stamina is not necessary as this build will not be attacking over such long sustained periods as the Archer. He will be using mostly light armor with Nimble and should be kept out of melee. His polearm (ideally a Pike to compensate for the lower melee skill compared to a dedicated Polearm Bro) can be used when the Throwing Weapons run out or to push enemies away which engage you at close range, since this build is vulnerable to being locked in melee due to its lack of Rotation or Footwork.

  • Colossus: Same as for the Archer and the Nimble Duelist, Colossus will greatly improve survivability.

  • Quick Hands: Switch quickly to next bundle of throwing weapons or to pike.

  • Anticipation: Backliners are likely to be sniped by enemy ranged units.

  • Throwing Weapons Mastery: The lower stamina use is nice but the increase in damage is the most valuable part of this mastery.

  • Nimble: Can't wear heavy armor due to insufficient Stamina so Nimble is the natural alternative to Battleforged.

  • Duelist: This is the most important perk of this build, it will greatly improve the armor penetration of the heavy throwing weapons.

  • Beserk: Most mid tier enemies have a good chance of dying in 2-3 shots making this perk a good choice for more burst damage.

  • Killing Frenzy: The natural combo with Beserk and one of the only ways to increase damage output through perks.

  • Polearm Mastery: Being able to throw for 4AP and hit or push for 5AP with a polearm is very useful.

  • Bags and Belts: Store even more bundles of throwing weapons so you can keep throwing even in longer fights.

Make sure you get to at least 10-15 ranged defense and increase ranged skill as high as you can first, at least to around 80, ideally 90+, and melee whenever you have points to spare. If you can't get a bro with both good ranged and melee skill, skip Polearm Mastery and take Executioner instead. Since Duelist+Heavy Throwing Weapons results in very high levels of armor penetration (equal to a Crossbow with Mastery), wounds are all but guaranteed on most low to medium armor enemies. If you don't have many heavy throwing weapons yet, Bags and Belts may not be as useful to you, so take Crippling Strikes instead to increase the chance of wounds even on heavily armored and/or high HP enemies. If you find you have trouble keeping this bro out of melee, consider taking Footwork or Rotation.

Note: Even with Polearm Mastery and Bags and Belts you may still want to take Executioner+Crippling Strikes since this can allow you to significantly increase this bro's damage output, thus if you feel confident you can survive without them, consider skipping Colossus and Anticipation if you have good HP and ranged defense already.
Notes on Armor Attachments
Armor attachments are an essential part of any well equipped late game party. Here are some hints on what i have found to be a somewhat optimal use:

In general you can follow the rough rule that Nimble bros should almost always use Bone Platings, while Battleforged bros should get Additional Fur Padding since they are more likely to succumb to armor penetrating attacks. Of course there are cases where you may want either Bone Platings or a +40 durability attachment instead. The Fur Padding is great against Crossbows, Unholds, Schrats, as well as the high armor penetration weapons of the barbarian faction, however against high damage single attacks such as from hedge knights with two handed weapons, orcs with Man Splitters, etc. you are better off with Bone Platings, while against numerous weak attacks such as when fighting large numbers of goblins it is simply better to have more durability.

Additionally, while you can use Light Padding Replacement to mitigate the fatigue of very heavy armors for bros who don't have enough fatigue, it is technically better just to recruit bros with better fatigue and corresponding talent stars since the other attachment options for Battleforged are usually preferable. Light Padding Replacement could also be used to allow a Nimble bro to wear heavier armor, however the additional durability you gain from doing this is usually not worth as much as simply using Bone Plating. Exceptions to this rule are particularly good mid-tier (<20 fatigue) famed armors which could be a viable option for Nimble bros if used with LPR, especially paired with a good mid-tier famed helmet.

Finally, never use the Unhold Fur Cloaks as the protection they provide is simply subpar compared to all other alternatives.
How to Build Incredibly Strong Hybrid Bros - Battle Brothers Build Guide

Welcome, visitors. Battle Brothers game guide focuses on Builds and Company Composition Guide. This guide is party composition with Warriors of the North and Beasts&Exploration DLC (v1.3.0.22). The guide will give you some tips, tricks, and advice on Builds and Company Compositions. While writing this instruction, we pick up many pieces of information from several sites for you. We hope that this guide will help you.

An advanced guide sharing some good builds and party composition with Warriors of the North and Beasts&Exploration DLC (v1.3.0.22).

Builds and Company Composition Guide (v1.3.0.22)

This is an advanced guide sharing some good builds and company composition experience.

The goal is to build a company which can fight against any opponents with less risk and pain (including Kraken, Ijirok, Black Monolith and other the most dangerous opponents).

1. Company Composition Fundamental

In this section, a common battle company composition and several situational company compositions will be discussed

1.1. Common Company Composition

A common composition of 12 brothers fighting company is like 6 frontline and 6 backline.

All frontline brothers can bear both melee and range damage. Some or most of them are good at damaging. They consist of various two-handed melee weapon users, one-handed melee weapon users with or without shield.

All backline brothers can bear some range damage. Some of them can bear temporary melee damage. Most of them are good at damaging. Some of them use melee weapon, some of them use range weapon, some of them use both. They consist of 2 or 3 tiles melee weapon users, sergeant, archer, crossbow man, thrower.

In addition, it will be much helpful to have some brothers who can overwhelm, disarm, stun, daze, injury, fear, stagger, knock back, throw net and other powerful tricks.

Also, it will be much safer and convenient to have some or most brothers with rotation or footwork, some or most brothers can use indomitable.

In later sections, various builds will be discussed to achieve an all-around company.

1.2. Situational Company Composition

  • for common opponents:
    Battle Brothers Wiki[]
  • Chosen
    rotation, footwork, indomitable help a lot;
    overwhelm, injury, net help
  • Witch Hut
    • 3 or more archers will help
  • Ijirok
    • stagger, daze users will help a lot to bring down his speed thus allow brothers touch and hit him. Otherwise, he will keep jumping around and most of brothers will keep chasing without attack.
  • Kraken
    • 12 high melee brothers with good mdef
  • Black Monolith
    • 3-row formation with sergeant, ranger(optional) or other weak backline in middle is recommended. Thus, 10 frontline + 2 backline, or 6 frontline + 4 tough backline + 2 backline is recommended.
    • heavy armor two-handed users help a lot;
    • warscythe users with overwhelm and mushroom help;
    • whip users help with Necrosavant.

(PS: there is no need to keep conqueror’s armor intact, it will be given as loot even if his armor is destroyed, it’s special.)

2. Frontline

Frontline brothers will fight face to face with opponents and also tank them.
Thus they need to bear both melee and range damage.
They can also use various weapons to attack and do various powerful tricks.
In this section, both offense and defense will be mentioned, while mainly focus on the defense.
In later sections, some detailed frontline builds are discussed.

2.1. Offense:

Please see Battle Brothers Wiki Melee Weapons[].

In general, two-handed weapons are the most powerful weapons, can do huge amount of damage with AOE. One-handed weapon with offhand free and duelist can provide higher single target damage. One-handed weapon with shield can provide only average damage.

More details about offense and weapons will be mentioned in later detail builds.

2.2. Defense

Below are currently found feasible solutions to bear both melee and range damage:

2.2.1. Shield

  • Requirements:
    shield, medium mdef(15+), high hp / fatigue
    light armor(120/95) / medium armor (200/200)
    Nimble / Battle Forged
    Bone Platings / various
    (better hp then go Nimble, better fatigue then go Battle Forged)
  • Behavior:
    dodge or block well both melee and range attack, use light armor and hp pool / medium armor to absorb left damage.
  • Examples:
    Shield user

2.2.2. Heavy Armor

  • Requirements:
    high mdef(30+), high fatigue
    300/300 heavy armor
    Battle Forged
    Additional Fur Padding (Reduces damage ignoring armor by 33%)
  • Behavior:
    dodge well melee attack, use heavy armor to absorb left damage;
    take range attack like a meat before touch opponent, use heavy armor to absorb all range damage, and use “Additional Fur Padding” to deal the damage ignoring armor from top rank crossbow.
  • Examples:
    Two-handed melee weapon user
    One-handed melee weapon user

2.2.3. Dodge

  • Requirements:
    high initiative(≈150, bring 15+ mdef and rdef during combat), high hp (80+), medium mdef(15+)
    120/95 light armor
    Nimble, Dodge, Relentless
    Bone Platings
  • Behavior:
    dodge well both melee and range attack, use light armor and hp pool to absorb left damage.
  • Examples:
    Fencing sword user

2.2.4. Adrenaline + Recover Cycle + Indomitable / Shieldwall / Spearwall / Riposte / etc

  • Requirements:
    fatigue, as low as possible initiative(can be achieved by heavy armor and accumulative fatigue)
    Adrenaline, Recover, Indomitable / Shieldwall / Spearwall / Riposte / etc
  • Usage:
    (here use Adrenaline + Recover + Indomitable to explain)
    Indomitable + Other Actions every turn, if total available fatigue is not enough to do both,
    then do Adrenaline + Recover or Recover + Adrenaline(for it to work, you need to go into Options, Gameplay, and Turn off “Auto-End Turns”).

An example:
E = Enemy
B = Brother

New Turn: E1-E2-B(0/91 fatigue, Great Sword AOE + Indomitable, 48/91 fatigue)-E3
New Turn: E1-E2-E3-B(33/91 fatigue, AOE + Indomitable, 81/91 fatigue)
New Turn: E1-E2-E3-B(66/91 fatigue, Adrenaline, 86/91 fatigue, Recover, 43/91 fatigue)
New Turn: B(28/91 fatigue, AOE + Indomitable, 76/91 fatigue)-E1-E2-E3
New Turn: E1-E2-E3-B(61/91 fatigue, Adrenaline, 81/91 fatigue, Recover, 40/91 fatigue)
New Turn: B(25/91 fatigue, AOE + Indomitable, 73/91 fatigue)-E1-E2-E3
New Turn: E1-E2-E3-B(58/91 fatigue, Adrenaline, 78/91 fatigue, Recover, 39/91 fatigue)
New Turn: B(24/91 fatigue, AOE + Indomitable, 72/91 fatigue)-E1(get hit, additional fatigue)-E2(get hit)-E3(get hit)
New Turn: E1(get hit)-E2(get hit)-E3(get hit)-B(76/91 fatigue,Recover, 38/91 fatigue, Adrenaline 58/91 fatigue)

New Turn: B(43/91 fatigue, AOE + Indomitable, 91/91 fatigue)-E1-E2-E3
New Turn: E1-E2-E3-B(76/91 fatigue, Recover, 38/91 fatigue, Adrenaline, 58/91 fatigue)
New Turn: B(43/91 fatigue, AOE + Indomitable, 91/91 fatigue)-E1-E2-E3


As above example, with 91 max fatigue, even in the worst case(start turn with 91/91 fatigue, get 15 back, thus 76/91 fatigue), it’s still possible to do an 23 fatigue AOE every two turns and keep constant indomitable.

The formula to calculate max fatigue needed to keep this loop is:
Max fatigue needed = 2*(Indomitable fatigue + Other Action fatigue) -5 

A complete formula is:
Max fatigue needed = 2 * ( Adrenaline fatigue cost + Action A fatigue cost + Action B fatigue cost ) – 3 * Fatigue Recovery per turn

Below is some example with version 1.3:

Skill CombinationMax Fatigue needed without Iron LungMax Fatigue needed with Iron Lung
Indomitable + Great Sword AOE9179
Indomitable + Two-handed single hit6957
Indomitable + Shieldwall8573
Riposte + Shieldwall7361
Spearwall + Shieldwall8169
Spearwall + Indomitable9179
  • Limit:
    for some opponents like Chosen which can also use Adrenaline thus act before our brothers and also some opponents like fatigue Unhold or staggered opponents which can act after our brothers, this method will be invalid. While, in general, this method can be still useful to against most opponents.
  • Exploit:
    In addition, it’s possible to use Quick hands exploit to further low the max fatigue needed.
    But it means every turn switching weapon once, can be a bit annoying and no fun.
    See details in
    Quick hands exploit still exists
    Adrenaline Junkie Company[].
  • Behavior:
    with constant indomitable / shieldwall, both melee and range damage can be mitigated well;
    in addition, this can be combined with above methods.
  • Examples:
    Dedicated Tank, Riposte Sword Master, Spear Man.

2.2.5. Other Suboptimal Solutions

  • high mdef, high rdef
    it’s not easy to achieve due to attribute limit.
  • high mdef, high hp, Nimble
    This is very vulnerable to range attack.
    Light armor will be striped very quickly by range attack and bare naked brother will be further weaken by poison, bleeding, range attack.
    If this method is used, holding a shield before touch opponents is recommended.

3. Shield User

  • These are the most undemanding front builds.
    Thus they are the core of early company.
    Some of these builds can shine even in mid-late game.

3.1. Recruit:

  • matk 70+(for early game) 85+(for mid-late game)
    mdef 15+
    fat 120+(for nimble), 130+(for battle forged)
    hp 80+(for nimble), 70(for battle forged)
    resolve 45

3.2. Level up:

3.3. Backgrounds:

3.4. Perk:

  • Basic
    Recover (fatigue)
    Weapon Mastery (fatigue and additional benefits)
    Nimble / Battle Forged
  • Recommended
    Colossus (≈15 hp, especially early game)
    Rotation (survive,offense,assist)
    Shield Expert (mdef, rdef, less shield damage intake,15% knock back chance)
    Under Dog (mdef)
    Brawny (≈15 fatigue, in case Battle Forged)
    Pathfinder (ap, fatigue)
    Berserk (ap, synergize well with recover)
    Killing Frenzy(damage)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
    Fortified Mind(≈10 res)
  • Optional
    Fast Adaption ( early crap recruit or against shieldwall Ancient Dead)
    Indomitable (survive, avoid stun)
    Adrenaline (survive, offense, see above Adrenaline + Recover cycle part)
    Backstabber (matk)
    Fearsome(fear, with hammer)
    Dodge (only with -4 fatigue shield and Nimble)
    Relentless (only with -4 fatigue shield and Nimble)
    Overwhelm(only with -4 fatigue shield and Nimble)
    Lone Wolf(can be used for dedicated distracting tank build)
  • Attractive but not recommended

3.5. Builds Examples:

  • Early Crap:
    Fast Adaption for a little more hit chance, also helps against shieldwall.
  • Early Basic Nimble:
  • Early Basic Battle Forged:
  • Hammer:
    Hammer ensure 10 hp damage which synergize well with fearsome(require at least 1 hp damage) and poison (require at least 6 hp damage). Also as hammer doesn’t benefit a lot from duelist (due to low base damage), to use this 10 hp feature, footman with shield is a good choice.
  • Flail:
    Flail can ignore shield defense bonus and also can do 100% chance headshot.
    The weak point is currently lack of powerful one-handed flail.
    But it’s still very powerful for begin-mid game.
  • Sword – Constant Riposte – Adrenaline + Recover Cycle
    This one can keep constant Indomitable + Shieldwall (with 200/210 armor, -8 fatigue sword,-14 fatigue shield, 134 max fatigue is needed) or Riposte + Shieldwall (with above, 124 max fatigue).
  • For Adrenaline + Recover Cycle details, see above Section.
    Thus, it can switch between super tank and tank with damage(one good usage of legendary sword Reproach of the Old Gods
  • Spear – Constant Spearwall – Adrenaline + Recover Cycle
    This one is like above sword riposte one.
    It can keep constant spearwall (with 200/210 armor, -8 fatigue spear, -16 fatigue shield, 94 max fatigue is needed) or Indomitable + Shieldwall(138 max fatigue).
  • Dagger – Injury, Loot
    Puncture can’t do critical hit;
    Puncture can’t benefit from double grip, thus bringing a goblin shield or heavier shield is good idea.
    In addition, due to puncture has -15% hit chance and 45 fatigue/per 3 hits (per turn), higher matk and fatigue are always better.

2.6. Equipment:

  • for Battle Forged:
    200+ duration head;
    210+ duration body;
    Additional Fur Padding(against top rank crossbow and dagger puncture) / Bone Platings / Horn Plate / Light Padding Replacement / Lindwurm Scale Cloak;
    Weapon of choice.
  • for Nimble:
    120 duration head;
    95 duration body;
    Bone Platings;
    Weapon of choice.

3.6. Function:


4. Two-handed Battle Forged Frontline

  • Wearing the most heavy armor and wielding the most powerful two-handed weapon, they are the king of the battle fields.

4.1. Recruit:

  • matk 85+
    mdef 30+
    fat 130+
    hp 70
    resolve 45-55

4.2. Level up:

4.3. Backgrounds:

  • Whildman, farmhand, Lumberjack, Messenger, hedge knight, barbarian, brawler, squire,caravan hands, gravedigger, beast slayer, militia, etc.
    Battle Brothers Wiki Character Backgrounds[]

4.4. Perk:

  • Basic
    Student (level up quickly, as this build only works with high level)
    Recover (fatigue)
    Weapon Mastery (fatigue and additional benefits, optional for Mace if second skill is not used so often)
    Under Dog (mdef)
    Battle Forged (survive)
    Berserk (ap, synergize well with recover)
  • Recommended
    Pathfinder (ap, fatigue)
    Rotation (survive,offense,assist)
    Killing Frenzy(damage)
    Reach Advantage (mdef, optional for Mace)
    Brawny (≈15 fatigue)
    Colossus (≈15 hp)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
    Fortified Mind(≈10 res)
  • Optional
    Indomitable (survive, avoid stun)
    Adrenaline (survive, offense, see above Adrenaline + Recover cycle part)
    Backstabber (matk)
    Crippling Strikes (injury)
  • Attractive but not recommended

4.5. Builds Examples:

4.6. Function:

4.7. Usage:


  • These builds are also extremely demanding to recruit, gear and perk, thus they are only possible to use in mid-late game.
    The recruit is very precious, thus keeping them alive is the principle.
    A usual level up route is like:
    level 1-6: backline pikeman with medium armor;
    after battle forged: frontline with footman with shield and medium armor;
    after all defensive perks or even level 11: two-handed.

5. One-handed Battle Forged Frontline

  • As the recruit requirement is almost the same as Two-handed Battle Forged Frontline, these two builds are a little conflict on recruit.

Compare to two-handed, pros and cons are:
better single target damage ignoring armor (with duelist perk, synergize well with mace/axe/cleaver);
more hits;

less defensive(lack of Reach Advantage, thus require better mdef recruit);
lack of AOE damage;

Some attractive builds are discussed below.

  • Recruit:
  • matk 85+
    mdef 40+
    fat 130+
    hp 70
    resolve 45-55
  • Level up:
  • matk
  • Backgrounds:
  • Whildman, farmhand, Lumberjack, Messenger, hedge knight, barbarian, brawler, squire,caravan hands, gravedigger, beast slayer, militia, etc.
    Battle Brothers Wiki Character Backgrounds[]
  • Perk:
  • Basic
    Recover (fatigue)
    Weapon Mastery (fatigue and additional benefits)
    Under Dog (mdef)
    Battle Forged (survive)
    Berserk (ap, synergize well with recover)
    Duelist (damage ignoring armor, synergize well with mace/axe/cleaver)
  • Recommended
    Pathfinder (ap, fatigue)
    Rotation (survive,offense,assist)
    Killing Frenzy(damage)
    Brawny (≈15 fatigue)
    Colossus (≈15 hp)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
    Fortified Mind(≈10 res)
  • Optional
    Indomitable (survive, avoid stun)
    Adrenaline (survive, offense, see above Adrenaline + Recover cycle part)
    Backstabber (matk)
    Crippling Strikes (injury)
    Fearsome(fear, with hammer)
  • Attractive but not recommended
  • Builds Examples:
  • Cleaver:
    Cleaver – Injury
    Heavy hit with orc cleaver (especially with named one), do the same armor damage as two-handed cleaver, more damage ignoring armor and can bleed on the first hit even on 300 armor.
    Very competitive.Cleaver + Whip – Disarm:
    4 AP cleaver / whip hit, switch if needed, 5 AP disarm, synergize well;
    3 tiles whip also helps with geist and necroservants.

    Axe – Injury:
    axe (50% additional damage to HP on a hit to the head);
    Head Hunter;
    brute(15% additional head damage, -5 melee);
    juggler(+5% chance to hit the head) / killer on the run (+10% chance to hit the head).
    With above, a head chopper build can be attractive.

    Mace – Injury, Stun:
    winged mace with duelist provides the highest damage ignoring armor among all one-handed weapons. it can injury opponent with max hp <262, but as remaining armor exists,
    injuring opponent with 200 remaing armor and 150 max hp is more feasible (yes, it’s like Chosen).

  • Equipment:
  • 300 duration head;
    300 duration body;
    Additional Fur Padding(against top rank crossbow and dagger puncture) / Bone Platings / Horn Plate / Light Padding Replacement / Lindwurm Scale Cloak;
    Weapon of choice.
  • Function:
  • Tank and kill.

6. One-handed Nimble Dodge Frontline

  • Comparing to Battle Forge ones, these builds are generally less defensive due to light armor and extremely vulnerable with fix hp damage like bleed / Miasma, but tougher facing armor ignoring damage like crossbow bolt, dagger puncture(thus use them to chase ranger and anyone with dagger).


  • matk 85+
    ini 150+
    mdef 25+
    hp 70+
    fat 100
    resolve 40

Level up:



  • Basic
    Recover (fatigue)
    Dodge (benefit from high initiative, 15-20 additional mdef and rdef)
    Relentless (keep high current initiative, synergize with dodge,fencing sword lunge,overwhelm)
    Weapon Mastery (fatigue and additional benefits)
    Nimble (survive)
    Berserk (ap, synergize well with recover)
    duelist (more damage ignore armor, inflict estimated 15-25 more hp damage duration the first lunge hit, contribute well to kill low armor opponent in one lunge or lunge + slash)
  • Recommended
    Pathfinder (ap, fatigue)
    Footwork (escape from heavy armor opponent or trouble)
    Killing frenzy (more damage, synergize with berserk)
    Colossus (≈15 hp)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
    Fortified Mind(≈10 res)
  • Optional
    Lonewolf (≈13 matk, 8 mdef,3 rdef, but will disappear when staying with other brothers)
  • Attractive but not recommendedUnderdog(this build is not designed to be surrounded,and conversely should escape from being surrounded or kill them quickly)

    Overwhelm(for a single opponent with 75 matk it brings -15 matk debuff. But after two hits weak opponent maybe already died while his stronger bodyguards around aren’t been hitted, thus no debuff left; on the other hand, to debuff strong opponent like orc warlord, it’s safer to use archer or backline Warscythe.)

Builds Examples:



  • flank enemy aiming for low armor opponent,
    kill them in one or two hit and jump to next;
    when getting stuck by heavy armor opponent or in trouble or just mission completed,
    use lunge or footwork to escape;
    when fighting high armor opponents, aiming targets with armor striped by other bros.


7. Backline

  • Backline brothers will usually fight 2 tiles or further away from opponents. Thus they need to bear mostly only range damage, but it will be helpful to have some of them with the capacity to bear temporary melee damage.They can also use various melee or range weapons to attack and do various powerful tricks.
    In this section, both offense and defense will be mentioned.
    In later sections, some detailed backline builds are discussed.
  • Offense:

Please see Battle Brothers Wiki Weapons[].

There are fewer choices for backline, they are:


  • Two-tile Spear – Spetum
    no strong point is discovered currently, not recommended; spearwall has normal 1 tile.
  • Two-tile Axe – Longaxe
    highest hp damage, shield damage
  • Two-tile Hammer – PoleHammer
    highest armor damage
  • Two-tile Polearm – Billhook
    high hp and armor damage
  • Two-tile Polearm – Battle standard
    for seregant
  • Two-tile Polearm – Jagged pike
    allow brother without mastery can attack only with 5 AP; additional bleeding
  • Two-tile Polearm – Warscythe


  • Bow
  • Crossbow
  • Throwing weapons


  • Please see above Frontline section first.Basically for backline defense, it’s a easier version of frontline.
    As most of backline only need to bear some range damage, medium or even low rdef + Nimble is already good enough. The bottom line is to take several hits and still can retreat and survive without injury.

    In addition, in order to have some of them with capacity to bear temporary melee damage, medium mdef + Indomitable is sufficient. This can be achieved by both 20+ mdef or 10+ mdef + Dodge.

  • – Sergeant
  • Specialized build for group resolve buff and pull panic brothers back to fight.


  • res 90+
    matk 85+ (not must-have, but do help with break net/free ally/hit alp shadow)
    fat 120 (more is always better)
    hp 80
    mdef 10
    rdef 10

Level up:

  • res



  • Basic
    Recover (fatigue)
    Pathfinder (ap, fatigue, mobility)
    Fortified Mind (resolve)
    Rally the troops
    Nimble / Battle Forged
  • Recommended
    Colossus (≈15 hp)
    Brawny (in case Battle Forged)
    Footwork (escape from trouble; combine with rotation to help ally escape)
    Indomitable (survive, possibly use Adrenaline + Recover cycle)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
    Anticipation ( in case high base rdef)
  • Optional
    Adrenaline(for Adrenaline + Recover cycle to keep constant indomitable; assist)
  • Attractive but not recommended

Builds Examples:


  • 120 duration 5 fat head / 200+ duration head;
    95 duration 10 fat body / 210+ duration body;
    Bone Platings / Additional Fur Padding(against top rank crossbow and dagger puncture) / Unhold Fur Cloak / Light Padding Replacement;
    Battle Stand;
    sergeant trinket;




8. Two-handed Nimble Backline

  • These are the main backline builds. Most of these builds only require high matk to ensure damage high damage output. Thus these builds can use “failed Two-handed Battle Forged Frontline recruits”.Both Nimble and Battle Forged can be used. Nimble builds are better to against armor penetration damage but weaker in melee. Battle Forged onces are on contrast side. While both can work.


  • matk 85+
    hp 80
    mdef 15
    fat 110(for nimble) / 125(for battle forged with 200/210 armor)
    resolve 40or (for high initiative Overwhelm + Relentless + Dodge + Nimble build)
    matk 85+
    ini 150+
    hp 80
    fat 110
    resolve 40

Level up:

  • matk
    resolveor (for high initiative Overwhelm + Relentless + Dodge build)



  • Basic
    Recover (fatigue)
    Weapon Mastery (fatigue and additional benefits)
    Nimble / Battle Forged (survive)
    Berserk (ap, synergize well with recover)
  • Recommended
    Brawny (≈10-15 fatigue, in case of Battle Forged)
    Pathfinder (ap, fatigue)
    Dodge (benefit from high initiative, 15-20 additional mdef and rdef)
    Relentless (keep high current initiative, synergize with dodge,overwhelm)
    Overwhelm (Warscythe AOE can spread overwhelm debuff very well, like 0-6 stacks)
    Killing frenzy (more damage, synergize with berserk)
  • Optional
    Colossus (≈15 hp)
    Gifted (3 matk, 3 medef, 4 hp/fat/res)
  • Attractive but not recommended

Builds Examples:

Standard Nimble and battle Forged builds.

Polearm + whip:
can do 4 AP whip hit + 5AP polearm hit / disarm, whip 3-tile range helps a lot with geist, disarm works well with orc warlord with man splitter, necroservant and others except Black Monolith Conqueror, sigh…

Warscythe – Temporary Frontline
it’s exactly a weak version of Two-handed Battle Forge Frontline for some failed recruits.

Warscythe – Overwhelm
This is the finest nimble backline so far. It can provide average AOE damage(can be better with mushroom), spread Overwhelm to opponents next frontline, have 25+ mdef and 15+rdef.
The only disadvantage is hp maybe be a little low (70+ is still easy to achieve) due to tight perk and attribute.

Warscythe + Whip – Overwhelm
This is an super versatile build, can do above all tricks, but really tight in perks.
Be cautious to use.

Suboptimal longaxe, polehammer builds:
Longaxe and polehammer are not polearm thus can’t benefit from -1 AP cost from polearm mastery. In addition to this, longaxe only provides a little more hp damage but does much less armor damage comparing to billhook. And polehammer provides more armor damage with 2nd skill much less hp damage. Thus, In general, these two are beaten by billhook and warscythe.
for some situational fight like Kraken, Two-handed Hammer Battle Forged Frontline brother can act as a temporary PoleHammer user.


120 duration 5 fat head / 200+ head;
95 duration 10 fat body / 210+ body;
Bone Platings;
Billhook, Warscythe;
dagger, bandage.


Kill, rescue others, assist.


with Pathfinder + Polearm Mastery, these brothers can step 2 tiles then hit;
with Rotation + Indomitable, they can rescue others;


9. Archer

The most important and powerful ranger among all three types with longest fire range, 2-3 hits per turn, high damage, medium armor damage, medium damage ignoring armor.


ratk 85+
ini 150+ (not essential if go without Overwhelm, but archer with Overwhelm will help a lot)
hp 80
rdef 15
fat 100

Level up:



Battle Brothers Wiki Character Backgrounds[]


  • Basic
    Student (archers shine on high level)
    Nimble (survive)
    Bow mastery (fatigue, range +1)
    Recover (fatigue)
    Berserk (ap, synergize with recover)
  • Recommended
    Pathfinder(ap, fatigue, go to high terrain quickly)
    Footwork (escape trouble)
    relentless(for overwhelm)
    Overwhelm (can be spread to multiple opponents, like 0-6)
    Killing frenzy (damage)
    Gifted ( 4 more ratk value a lot, and also other attributes)
  • Optional
    Dodge(around 15 rdef/mdef)
    Colossus (hp)
    Crippling Strikes
  • Attractive but not recommended

Builds Examples:

Archer – Overwhelm:
this is a balanced one.
this is for low rdef.

Archer – Injury:

Archer – Very Defensive:


120 duration 5 fat head;
95 duration 10 fat bodyy;
Bone Platings;
Wooden Stick;
bandage for others;


spread debuff to dangerous and high priority target like enemy ranger, warlord;
do damage and kill priority targets;



10. Crossbow man

Due to closer fire range and base hit chance bonus, crossbow is easier to hit with low ratk. This make it a early-game transit weapon for archer.

Despite this, Crossbow mastery brings additional damage ignoring armor making it energize well with injury.

However, comparing to bow, crossbow is low in total damage, armor stripping and range.


ratk 85+
hp 80
rdef 15
fat 100

Level up:



Battle Brothers Wiki Character Backgrounds[]


  • Basic
    Student (archers shine on high level)
    Nimble (survive)
    Crossbow mastery (fatigue, +20% damage ignore armor to injury much more easily)
    Recover (fatigue)
    Berserk (ap, synergize with recover)
  • Recommended
    Crippling strikes (injury higher max hp and more easily)
    Executioner (+20%damage after injury)
    Pathfinder(ap, fatigue, go to high terrain quickly)
    Footwork (escape trouble)
    Killing frenzy (damage)
    Gifted ( 4 more ratk value a lot, and also other attributes)
  • Optional
    Colossus (hp)
  • Attractive but not recommended

Builds Examples:

Crossbow – Injury:
due to additional damage ignoring armor from crossbow mastery, crossbow synergize well with injury.


120 duration 5 fat head;
95 duration 10 fat body;
Bone Platings;
Heavy Crossbow +15% hit chance -12 fat,
Spiked Impaler knock back target, +10% hit chance -10 fat;
Wooden Stick;
bandage for others;


injury and kill;



11. Thrower

Low ratk requirements make it’s early game friendly.
With barbarian throwing weapon, this build can make devastating damage within 2-3 tiles range.


ratk 85 (can hit well with low ratk, high ratk will benefit more crossbow)
hp 80
rdef 15
fat 100

Level up:



Battle Brothers Wiki Character Backgrounds[]


  • Basic
    Nimble (survive)
    Throwing mastery (fatigue, damage)
    Recover (fatigue)
    Berserk (ap, synergize with recover)
    duelist (+25% damage ignore armor to injury much more easily)
    quick hands (save 4 ap for every 16 ap)
  • Recommended
    Crippling strikes (injury higher max hp and more easily)
    Executioner (+20%damage after injury)
    Footwork (escape trouble)
    Pathfinder(ap, fatigue, go to high terrain quickly)
    bags and belts(with it max 5*4 throwing + 14 crossbow bolt, other wise 5*2+14 or 5*3, or pack some other useful things like net)
  • Optional
    Killing frenzy (damage)
    Gifted (more attributes)
    Colossus (hp)
    Bullseye(prefer to attack in 2-tiles thus it’s not really needed)
  • Attractive but not recommended

Builds Examples:

Thrower – Injury:
due to additional damage ignoring armor from duelist, throwing weapon synergize well with injury.
This 10 throwing weapons + 14 crossbow bolt build is usually enough for average battle.
First 1-2 turns as opponents are still far, usually use crossbow.
Then throw 10 axes, around turn 7, back to crossbow, at that time usually the battle is already under control.


120 duration 5 fat head;
95 duration 10 fat body;
Bone Platings;
Bundle of Heavy Javelins,
Bundle of Heavy Throwing Axes;
Heavy Crossbow +15% hit chance -12 fat,
Spiked Impaler knock back target, +10% hit chance -10 fat;
Wooden Stick;
bandage for others;


injury and kill;



Company Composition Evolution

In this section, above all details builds will be considered and a company composition evolving example will be given.


A common company composition involving route will be like:

  • 3 shield user frontline + 2 polearm backline
  • 5 shield user frontline + 2 polearm backline +sergeant + 1 archer
  • 6 shield user frontline + 3 polearm backline +sergeant + 2 archer
  • 5 shield user frontline + 1 two-handed battle forged frontline+
    3 polearm backline +sergeant + 2 archer
  • 4 shield user frontline + 2 two-handed battle forged frontline+
    3 polearm backline +sergeant + 2 archer
  • 2 shield user frontline + 4 two-handed battle forged frontline+
    3 polearm backline +sergeant + 2 archer

Along the way, try to make the composition more diverse, such as have different weapons, different builds, so that the company is more versatile and has smaller possibility to get stuck by some opponents.

One powerful late-game company composition can be:
1 Two-handed Hammer BF (dagger, knock back, huge armor damage, AOE)
1 Two-handed Mace BF(daze, stun)
1 Two-handed Axe BF(shield damage,high single target damage, 2-tile AOE)
1 Two-handed Sword BF (high hp damage, AOE)
1 One-handed Cleaver BF with Whip (huge single target dmage,3-tile hit,disarm)
1 Shield user (tank, distract, riposte)

1 Sergeant (Rally)
2 Archer (Overwhelm)
2 Polearm Nimble Backline(Overwhelm)
1 Polearm Nimble Backline(Whip)

Backup rosters:
other various interesting builds.

This is the ending of Battle Brothers Builds and Company Composition Guide (v1.3.0.22) guide. Hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

Similar Posts:

Written by WANG Chenhua


Brothers builds battle

This guide is not updated for the 'Beasts & Exploration' DLC. So most of the builds detailed here are not optimal anymore unless one is still playing version 1.1.x.


This is the result of an extensive amount of playing and testing various character builds and combinations. This guide is intended for late to end game. Mid and early game especially, because of economic and recruitment constraints, require different builds with a stress on Perks that improve Attributes for immediate return on investment. The following builds are meant for the long run and will show better results once the characters reach Veteran Level.

Please note that while these builds were used in Expert difficulty, they should work for every other difficulty settings. But they were designed for maximum offense and may despite everything die to very bad luck. For that reason, Ironman players may want to switch some suggested Perks for fail safes like Rotation or Footwork and Colossus. While the former ones are quite unreliable due to huge Fatigue costs, they can save lives.

These builds should cover all your needs. If I skipped some Perks of interest, I usually explain why. However, some Weapons are not mentioned at all because I deemed them not as effective as others. This is notably the case for Throwing Weapons and Crossbows that become less and less good than Bows the longer the campaign goes (I will not demonstrate why here). Most one-handed Melee Weapons while excellent in early to mid game also lose much value after a couple years.


Knights are the epitome of valor and martial skill. They follow a long, hard training in all kinds of weapons and wear heavy Armor in battle. They often come from the nobility and from families that are wealthy enough to buy their equipment. Knights not only win favor from their lord by showing their strength in war but also by jousting in tournaments or by displaying chivalrous qualities at court.


Champions are trained in a variety of combat tactics that make them equally dangerous against all types of enemies. Unlike Crusaders who focus on foot combatants, Champions are also able to take on and dodge or shield volleys of arrows while swinging their Swords.


  • Sellswords start with higher average Ranged Defense. So they will usually make better Champions than other Backgrounds.
  • Fatigue is preferred to Ranged Defense before Veteran Level since the level-up range is wider ([2-4] vs. [1-3]). The bonus provided by the Kite Shield should be enough.
  • Besides the standard Knight core level 5 to 7 Perks, this build uses the Quick Hands and Bags and Belts combination. More weapons for no Fatigue!
    • Sword and Shield is the default starting set-up. It's useful for first engagement. The Sword +10% hit chance can also come useful against elusive foes like Geists.
    • Double Grip Sword can be used in conjunction with Berserk and Recover to slay a near death enemy while regaining some Fatigue.
    • The Shield can be taken out if Reach Advantage isn't good enough or to increase Ranged Defense.
    • The Greatsword is the primary, Fatigue effective weapon. Use it rather than the Two-Handed Hammer for multiple targets swings and against unarmored opponents.
    • The Two-Handed Hammer should be used for single target strikes against armored opponents.
    • Billhook rounds up the weapons choice, giving the build needed additional range for very decent Damage.
  • Champions are primarily meant to fight battles against ranged or mixed opponents like Brigands and Goblins. But they can also fight other enemies alongside Crusaders.
  • Since they sacrifice some Fatigue for additional Ranged Defense, even if they have Brawny, you should consider giving them heavy but low Fatigue penalty Armor. Likewise, use your Greatsword for swings and splits and stick to single target attacks with your Two-Handed Hammer.


Crusaders embark on holy missions to rid the lands of the Undead and Orc scourge. While proficient with Swords and Greatswords like Champions, they also learn to master Two-Handed Hammers which they can use without exertion for devastating Damage against heavily armored opponents.


  • Hedge Knights and Adventurous Nobles will make the best Crusaders given their average base scores in core Attributes. Sellswords are also great candidates but may suffer from a lower Fatigue pool.
  • Crusaders do not invest in Ranged Defense so they can focus on increasing Fatigue on level-up. If you get bad rolls Resolve can be chosen instead.
  • Besides the standard Knight core level 5 to 7 Perks, this build uses the Quick Hands and Bags and Belts combination. More weapons for no Fatigue!
    • Sword and Shield is the default starting set-up. It's useful for first engagement. The Sword +10% hit chance can also come useful against elusive foes like Geists.
    • Double Grip Sword can be used in conjunction with Berserk and Recover to slay a near death enemy while regaining some Fatigue.
    • The Shield can be taken out to increase the Crusader Defense after a strike or if Reach Advantage isn't good enough.
    • Crusaders have Mastery in Greatswords as well as in Two-Handed Hammers. So they can use whichever is required for identical Fatigue costs. While the Greatsword works best against unarmored opponents, the Two-Handed Hammer should be used against armored opponents like Orc Warriors and Honor Guards.
    • Billhook rounds up the weapons choice, giving the build needed additional range for very decent Damage.
  • Unlike Champions, Crusaders will not fare well against ranged enemies. If you still have to line them up in a battle that involves some, give them cover and a Kite Shield.
  • Hammer Mastery will spare you more Fatigue than Brawny in the long run, which is why it is preferred on this build.
  • Hammer and Sword combination is better than Axe alone because it offers all possible types of attack and optimal Damage against both armored and unarmored opponents.


Berserkers channel their anger into a frenzied like state during which they will strike twice as hard as any Knight. When they start swinging their Greataxe, it is well advised not to approach them for in the rush of battle, they will hit anyone, friend or foe.


A Flexible Frontliner, the Duelist + Polearm Build - Battle Brothers Build Guide

Pros & Cons:

Battle Brothers – Best Builds and Play Style + Standard Formation + Best Tactics Guide 1 -

There is no shortage of excellent guides on the various builds and play styles. As a result, the sheer volume of possibilities can be a bit overwhelming for new and veteran players alike. For that reason, this guide aims to lend some clarity and focus to the meta by showcasing four of the strongest available archetypes.



Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - Introduction

Who are the Fearsome Foursome?
1. Melee two-handers
2. Cleaver duelists
3. Archer-thrower hybrids
4. The standard bearer


Orc sea of tents and large Chosen camps will easily fall victim to your overwhelming power. The formation is also capable of clearing all legendary locations, with a few substitutions recommended here and there. Melee bros instead of ranged for the Kraken, a sacrificial shield tank for the Black Monolith, pocket shields on the front line for the Goblin City approach, and more ranged units for the Sunken Library (bring slings).

Mid to late campaign once your brothers have nimble or battleforged

1. Highest damage in the game
2. High utility + damage on par with two-handers
3. Highest ranged damage in the game
4. High resolve

A combination of blunt force trauma, punctured flesh, and grievous bleeding wounds

The Formation

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - The Formation

  • The formation consists of a front line of two-handers and cleaver duelists
  • The back line has our ranged units, standard bearer, and greatswordsmen
  • Ranged units can be either bowmen or crossbowmen, and it’s wise to have at least one of each, just in case you find a named bow or crossbow and want someone who can use it. In terms of optimization, I believe the bow slightly wins out over the crossbow and is generally favorable
  • The greatswordsmen can be swapped out for two more ranged units when fighting goblins. They can also start in the frontline, reap with the swordlance as the enemy draws near, then move to the back if you’re about to get flanked. The swordlance is interchangeable with the warscythe.
  • The cleaver duelists can trade places with the macemen to gain a better spread when dealing with Geists. You may also want to field an additional sergeant for these encounters, but keep the banner and sash together on the better one
  • Goblin pikes, swordlances and warscythes are good substitutes for the standard two-handed reach weapons if you find them before the dedicated mastered weapons.
  • Suggested reserves: 3 additional melee units, 2 additional ranged units, 1 additional sergeant, and 1-3 dedicated shield tanks
  • This is just a guide and is not meant to be interpreted as the absolute be-all-end-all. There is no ideal cookie cutter formation that is perfectly optimized for every single encounter. Players are encouraged to use their own judgement and modify as they see fit. I don’t doubt that there are potentially stronger formations out there. This is simply a collection of very strong builds that I have found to be highly effective in addition to being fun.


The Two-Hander

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - The Two-Hander

The mighty two-hander is a force to be reckoned with. What he enjoys most in life is to see his enemies driven before him, and to hear the lamentations of their women. This archetype closely resembles the Barbarian Chosen, which are widely considered to be some of the toughest enemies in the game. To know your enemy, you must become your enemy. Just wait until you have Battleforged and some decent armor before retiring your one-handed weapon and shield.



  • Big donkey damage
  • Can take a beating, but can also use Rotation to move to a safer position
  • 3-tile AOE attacks, 2-tile reach attacks, or 1-tile bludgeon to the face for maximum damage
  • A E S T H E T I C


  • Takes a while before they ascend to their final form
  • Heavy armor is expensive
  • Due to high fatigue requirements, you may need to juggle armor around or settle for something lighter, like coat of scales instead of coat of plates to stay above 70-80 fatigue after equipment



Farmhands, Brawlers, Lumberjacks, Thieves, Militia, Wildmen, Sellswords, Adventurous Nobles, Hedge Knights

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


Iron Lungs, Strong, Fearless, Tough, Dextrous, Sure Footing, Determined, Iron Jaw, Athletic, Brave, Bright, Deathwish, Lucky, Swift

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


Primary Stats: Melee attack (80), Melee defense (30), Fatigue (70-80 after equipment)
Seconday Stats: Hitpoints (80), Resolve (40)

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


Two-Handed Swordsmen:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Recover helps to keep you swinging on the longer encounters
  • Quickhands allows you to switch back and forth to your reach weapons for added range, disarms with the whip, daggers for puncturing, nets, grenades etc.
  • Rotation saves lives and can also be used offensively
  • Reach Advantage boosts your melee defense when being flanked and swinging your sword
  • Don’t forget: swapping weapons will remove your stacks of Reach Advantage!

Two-Handed Hammers:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Identical to the greatswordsmen, with the exception of the change to Hammer Mastery

Two-Handed Macemen:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Similar to the others with 3 notable changes:
  • Mace Mastery for the weapon specialization
  • Dodge insead of Reach Advantage as a defensive perk
  • Crippling Strikes for dealing injuries through armor, setting up Executioner for our throwers
  • Pick bros with high ini as your macemen, for synergy with Dodge and Crippling Strikes

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


  • Start the encounters with your polearms equipped, then swap once the enemy engages
  • For many encounters, on turn 1 or 2, if you move your entire formation back 1-2 tiles, the enemy will end their turn in range of your polearms, in which case you can swing at them from 2 tiles away. Count how many steps they can take and try to make them end their turn 2 tiles away from your frontline.
  • You can’t take 2 steps then swing with your two-handed weapon in the same turn with most two-handed weapons. You can take two steps, Quickhands to a dagger and puncture in the same turn, however.
  • When low on stamina, Quickhands to a dagger or other 4AP weapon to get the last hit on a target for the Berserk-Recover combo.
  • The single target damage of the mace is a better choice than stunning 90% of the time, but stuns do come in handy in a few key situations. I like to pick Mace Mastery for this reason. The lowered fatigue cost also helps to maintain the initiative. Crippling Strikes allows your macemen to potentially injure orc warriors and chosen on the first hit. Use this to your advantage by targeting them with your throwers.
  • Use your reach weapons to punish melee units engaging with the back line. They’re also highly effective for reaching over walled fortifications.
  • The extra bag slot can be used for whips, grenades and nets etc. Don’t feel the need to limit yourself to only carrying daggers.
  • Goblin jagged pikes are a good substitute in the absence of mastered reach weapons. Their main attack only uses 5 AP without having to spend a perk point in Polearm Mastery, this allows you to:
    -take a step towards the enemy on good terrain
    -strike with the rupture ability
    -step back into formation in a single turn, giving the weapon an effective 3-tile range


The Cleaver Duelist

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - The Cleaver Duelist

At the age of six, his parents were murdered by a group of Necrosavants. The boy was lucky to escape with his own life. Lost and alone, he was found in the forest by some of the mountain people, taken in and raised among them. However, he never forgot what had happened to his parents and vowed to deliver vengeance one day upon those responsible.



  • The disarm ability of the whip is extremely clutch
  • The whip has a range of 3 tiles
  • Very strong vs. Geists, Necrosavants, and Undead opponents in general
  • Has a free hand that can hold a net, grenades, holy water etc.
  • Can stack a lot of bleeds


  • The whip has pitiful armor damage
  • Fatigue intensive, you’ll burn out rather quickly
  • Slightly weaker than a dedicated two-hander
  • Perk hungry, so lacking a bit in passive defenses


Farmhands, Brawlers, Lumberjacks, Thieves, Militia, Wildmen, Sellswords, Adventurous Nobles, Hedge Knights

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Iron Lungs, Strong, Fearless, Tough, Dextrous, Sure Footing, Determined, Bloodthirsty, Iron Jaw, Athletic, Brave, Bright, Deathwish, Lucky, Swift, Hate for Undead

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Primary Stats: Melee attack (80), Melee defense (30), Fatigue (80 after armor)
Secondary Stats: Hitpoints (80), Resolve (40)

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Recover is a good pick due to the fatigue-heavy nature of the build
  • Quickhands is great for quickly switching between the whip and cleaver
  • Duelist is essential as it allows you to sometimes cause bleeds through armor with the whip, and shred through armored opponents before decapitating them with the cleaver

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


  • Conserve your energy, avoid whipping heavily armored opponents
  • If you’re getting low on stamina, the most efficient way to Recover is immediately after a kill in order to take advantage of the Berserk-Recover combo. This way you don’t have to waste a full turn recovering, but rather ‘half’ a turn
  • Throw nets and/or use disarm on the high threat targets: Necrosavants, Chosen, Orc Warlords, your mother-in-law etc.
  • When daggering down an enemy for their armor, disarm them with the whip while the others puncture
  • Similar to the way in which the Goblin pike functions, the Whip ability only uses 4 AP, so you can take a step out, whip an enemy, then step back into formation, giving the whip an effective 4 tile range. This also works with Disarm at a cost of 5 AP for disarming enemy throwers.
  • Decapitate scales with lost health. That is, for each 1% of lost health you deal an extra 1% of HP damage, but not armor damage. For example, if the target is at 80% HP you will deal an extra 20% damage to their HP
  • Spam Decapitate on wounded enemies, Recover as needed
  • Decapitate Wiedergangers to prevent them from resurrecting
  • When fighting hexen, wear the undead trinket and use the whip to disarm your bros if they get charmed.


The Archer-Thrower Hybrid

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - The Archer-Thrower Hybrid

“You have described only too well,” replied the Master, “where the difficulty lies…The right shot at the right moment does not come because you do not let go of yourself. You…brace yourself for failure. So long as that is so, you have no choice but to call forth something yourself that ought to happen independently of you, and so long as you call it forth your hand will not open in the right way–like the hand of a child.”



  • Able to snipe targets at a distance with the bow
  • Ranged advantage baits the enemy into charging
  • Deals heavy close-ranged damage through the use of Throwing Mastery
  • Wears light armor, therefore plenty of surplus fatigue and no need to spec into Recover
  • It’s fun


  • Can’t use ranged abilities when engaged in melee
  • Lower survivability compared to heavy armor users
  • Can snipe enemies but is also vulnerable to being sniped
  • Weak in closed corridors like forest encounters
  • Has to be babysat and rotated out of harm’s way

If you only try one build in this guide, try this build

Squire, Witch Hunter, Shepherd, Beast Slayer, Poacher, Bowyer, Sellsword, Hunter

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Determined, Iron Lungs, Night Owl, Eagle Eyes, Strong, Swift, Athletic, Tiny, Iron Jaw, Tough, Quick, Bright, Fearless, Optimist, Brave, Lucky

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Primary: Ranged attack (90), Hitpoints (90), Fatigue (90)
Secondary: Ranged Defense (just enough to get it higher than your melee units)

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide



Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Bags and Belts allow you to carry 3 stacks of throwing weapons and a melee weapon
  • Colossus gives some more HP to our fragile Nimble brothers
  • Executioner increases damage on the tougher targets. The front line sets up the injuries
  • Quickhands lets you quickly switch between bow and throwing weapons
  • Bow Mastery grants +1 range to our shots
  • Throwing Mastery greatly increases throwing weapon damage
  • Duelist completes the build by adding armor penetration to our throwing weapons
  • The melee slot gets a firelance for emergencies because:
    A) The special attack scales off of ranged attack skill
    B) It covers 2 tiles
    C) It causes burn injuries, which can be exploited by Executioner
    D) It’s also a spear with +20% to hit chance

Crossbow/Gunslinger Variant:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Crossbow-thrower variant with the only change being Crossbow & Firearms Mastery
  • Also functions as a handgonne-thrower hybrid, or the “Gunslinger” see my other guide

A note on Executioner vs. Overwhelm:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Ovewhelm is another potential pick for the Executioner slot, but I believe Executioner to be the optimal choice for the following reasons:

  • Overwhelm requires that the person attacking have higher initiative than their target
  • This creates the burden of having to put points into initiative upon leveling up and/or carefully monitor the turn order each round
  • A look at the – reveals some rather high initiative requirements to hit these benchmarks for many common units
  • For example, even the humble Brigand Raider has 115 initiative, while Orcs, Goblins, Barbarians, Nomads etc. have significantly more
  • Undead units, on the other hand, have low initiative and can therefore be targeted by Overwhelm with relative ease
  • This leaves us with the choice of being stronger vs. Undead or most of everything else
  • Bearing this in mind, on a balance of probabilities, you’re more likely to gain benefit from using Executioner for a majority of encounters with the unfortunate exception of Monolith
  • With that said, if players would prefer to simply min-max for the Black Monolith and Sunken Library, they should consider picking Overwhelm or Recover instead of Executioner, just be advised you’ll be gimped vs. the big boys like Orcs, Chosen, Unholds etc.
  • Taking a point from Colossus and putting it into Overwhelm is another option, but you’ll just be trading your own survivability to increase that of the front line; a risky proposition

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


  • Fire the bow and crossbow at the weaker trash mobs as they approach
  • Snipe enemy ranged units whenever possible
  • Leverage the Killing Frenzy buff gained from clearing trash to punish the tougher targets
  • Switch to throwing weapons when the enemy comes within 2-3 tiles of range
  • Use javelins on armored targets and throwing axes on skeletons
  • Aim for the injured targets to take advantage of Executioner
  • To farm heavy throwing weapons, kill barbarians while they have their throwing weapons out
  • When engaged by enemy melee units, switch to the firelance and use the special attack
  • Enlist the aid of your melee units who can either beat down the engaging enemy with their reach weapons, or rotate you to safety
  • Consider using the handgonne on your crossbow unit(s) when facing large swarms of unarmored enemies such as Wiedergangers, Nachzerers, Webknechts etc.
  • Don’t sell your goblin poison, save it for hard engagements and dip your arrows in it
  • Pack a fire pot for the challenging encounters


The Standard Bearer

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide - The Standard Bearer

“Stand like a beaten anvil, when thy dream
Is laid upon thee, golden from the fire.
Flinch not, though heavily through that furnace-gleam
The black forge-hammers fall on thy desire.

Demoniac giants round thee seem to loom.
‘Tis but the world-smiths heaving to and fro.
Stand like a beaten anvil. Take the doom
Their ponderous weapons deal thee, blow on blow.

Needful to truth as dew-fall to the flower
Is this wild wrath and this implacable scorn.
For every pang, new beauty, and new power,
Burning blood-red shall on thy heart be born.

Stand like a beaten anvil. Let earth’s wrong
Beat on that iron and ring back in song.”



  • Improves the resolve of surrounding allies
  • Can rally fleeing brothers back into the fray
  • Can use a whip or throw grenades when needed
  • Lots of build variety and theorycrafting potential


  • You’re hosed if he dies, necessitating the preparation of a backup in most cases
  • Has to spend points on sergeant-specific perks, leaving him weak in other areas
  • May struggle to keep up fatigue-wise during Geist-heavy fights andlegendary locations


Squires, Wildmen, Monks, Cultists, Adventurous Nobles

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Fearless, Brave, Cocky, Drunkard, Hate for Beasts, Hate for Greenskins, Hate for Undead, Iron Lungs, Determined, Optimist, Deathwish, Strong, Athletic, Quick, Tiny, Tough

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Primary Stats: Resolve (pump it), Fatigue (80), Melee attack (80)
Secondary Stats: Hitpoints (90), Initiative (96)

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Recover refreshes your stamina when you’re spamming Rally the Troops
  • Pathfinder provides mobility for chasing down fleeing allies. Rally the Troops suffers a penalty based on distance, so Pathfinder helps to get you where you need to be
  • Quickhands allows you to switch to a whip, strike or disarm once, then switch back to the battle standard in the same turn. This keeps 100% up time on the resolve buff from the banner while adding some more versatility and range to the unit.
  • Fortified Mind adds a multiplier to resolve
  • Relentless is, in the opinion of the author, an overlooked hidden gem. More on this later
  • Polearm Mastery allows the sergeant to contribute damage with less fatigue
  • Cleaver Mastery removes the disarm hit penalty of the whip
  • Nimble keeps him light on his feet and helps to conserve fatigue

Thoughts on Relentless:

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide

  • Relentless keeps your initiative high. We want our sergeant to have high initiative to give him the option of starting first in the turn order so he can Rally the Troopsbefore they act
  • Problem: 95+ initiative means the sergeant will start before Geists in the turn order
  • Therefore, we want the option of waiting until the end of the turn without penalty
  • We have that option, it’s called Relentless

Consider the following scenario:

  • You are fighting Geists or Ancient Priests
  • Being the sergeant, your initiative is normally higher than that of the other brothers as a result of wearing light armor and being inactive, which preserves fatigue and by extension, your initiative
  • We don’t want to act first in this scenario, we want to wait until the Geist spreads his fear or the Ancient Priest horror effect triggers before we rally. This is where Relentless shines:
  • Wait your turn
  • The Geist fears the troops
  • You Rally the Troops
  • Thanks to Relentless, We start the next round early in the turn order
  • Now we have the option to either:
    A) Rally the Troops a second time if morale is still shattered
    B) Wait again if morale is raised. Depending on how things go this round, we can Recover, or repeat the cycle.
  • Conclusion: Relentless functions as a kind of passive Adrenaline. When combined with Recover during windows of opportunity, it turns the sergeant into a rallying machine. Moreover, if you bring two of these guys, never fear, theGeistbustersare here.

Battle Brothers - Best Builds and Play Style + Standard Formation + Best Tactics Guide


  • Embrace the relentless-rally-recover combo. or completely ignore the combo and do as you normally would
  • Give your sergeant the hyena fur mantle and/or pop a cat potion to buff his initiative
  • Quickhands to a whip for disarming on demand
  • Distance matters, move closer to the breaking troops before you rally
  • Pop Rally the Troops to mass-awaken your allies vs. Alps


Written by Nerdgasm

I hope you enjoy the Guide we share about Battle Brothers – Best Builds and Play Style + Standard Formation + Best Tactics Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!


You will also be interested:


541 542 543 544 545