Best units and troops in King’s Bounty 2

Guide to all the units available in the game: the best troops for each ideal – Order, Anarchy, Mastery and Strength

During the passage of King’s Bounty 2, you will find several NPC recruiters at once, which are marked with a “helmet and sword” marker. For these characters, you can recruit new troops for gold. Also, units can be obtained as a reward for winning certain battles. In addition, you can use guiding magic, which allows you to summon additional units. In some cases, they appear permanently.

To be clear, during King’s Bounty 2 I mostly used Order units. There are several good reasons for this – and not only because I played as the paladin Elsa:

  • Morale– having an army consisting of units of the same ideal, you get a bonus to morale (morale), which provides a certain chance that the unit will be able to walk twice in one turn. Conversely, if you have a disparate squad of different ideals, especially diametrically opposed ones (anarchy and order or strength and skill), then you will receive a moral penalty. Low morale increases the likelihood that units will miss their turn.
  • Balance Talents– Talents of Order (Balance of Order and so on) reduce the morale penalty when using units of different ideals. Investing points there is a waste of perk points. Better to focus on the troops of a certain ideal!
  • Versatility. Order units are pretty versatile as you get tough melee fighters, ranged units, and support troops.
  • Scattering. The vast majority of enemies you come across will have various debuffs that are triggered through attacks. The leader of the enemy army will use spells to weaken your units. Dispersion definitely helps in this regard.
  • Taunts– one specific unit will be able to taunt enemies, ensuring that it remains the target of all opponents for several turns (if you have the Competence talent.

To be honest, there are units with the same roles and functions in other ideals. However, the combination of the above bonuses made Order the best solution. In any case, below you will find out the features of all units of each ideal available in the game. Also added to the description are special abilities (not passive), which units have by default, and those that open when increasing their rank.

Leadership is an indicator that determines how many units of a certain type you can recruit to your army, but there are some restrictions that need to be taken into account. For example, low-level units or regular infantry usually provide 10 soldiers per squad (spearmen, rogue archers, skeletons). In addition, there are some ridiculously powerful units, which will cause you to use no more than one or two warriors in battle (for example, chimeras and dragons).

Usually, most recruiters provide the same list of units from the beginning to the end of the game, but there are still some NPCs whose range expands as you progress through the storyline.

I also found a few units that I opposed in battles, but I never found a way to recruit them. They were not available from recruiters, did not join the army after the battle, even if they were allies, and I did not find the scroll of their call. In addition, you cannot recruit Void units, as these are the main opponents in the world of Nostria.

Order Units

Most of the options below are members of the Royal Guard, while others are religiously related. As mentioned earlier, I mostly relied on these units. At the beginning of the game, I had spearmen, war dogs, archers, healers and swordsmen. Later, I hired crossbowmen, knights, apprentices, and royal mages. In the middle of the game, I continued to rely on swordsmen as they have very useful skills. However, later in the campaign, I still switched to the red dragon, since I had the means to raise morale even when using units of different ideals.

First level:

  • Spearmen(10) – Precise Strike deals critical damage.
  • War Dogs(8) – “Bloody Bite” deals damage and causes bleeding.
  • Archers(10) – Fire Arrows deal damage and cause burning.
  • Healers(10) – “Healing” restores HP of units, and “Small Dispersion” removes a random negative status from a friendly unit.

Second level:

  • Swordsmen(10) – “Power Strike” deals additional damage, and “Forced March” gives +2 to movement range, removes the slowdown buff and raises armor by 25 points.
  • Spirits of Light(5) – “Small Dispersion” removes a random negative status from a friendly unit.
  • Crossbowmen(10) – Piercing Shot deals damage, ignoring armor.

Third level

  • Apprentices(6) – “Healing” restores HP units, and “Stoneskin” gives the selected unit +25 to armor. Beam of Light deals sacred damage and an Incinerate debuff.
  • Knights(8) – Taunt makes all enemies attack knights for 1 turn. The enemy will not be able to target your other units while the debuff is active.

Fourth level

  • Cavalry(4).
  • Royal Mages(3) – “Small Dispersion” removes a random negative status from a friendly unit. “Charm” imposes magical fetters, which prevents the enemy from using active abilities. Skystorm deals damage to target unit and everyone else in nearby hexes, applies a shock debuff.

The fifth level

  • Celestial Warriors(4) – I fought with them in one very important battle. Unfortunately, despite the fact that they all survived, they did not subsequently join the army. Spear of Light deals damage and inflicts a stun debuff. Triumph deals sacred damage, and if the target dies, the unit recharges all abilities.
  • Black Knight(1) – I ran into one black knight in the game, but did not see him at any of the recruiters, so I could not take him to the squad. It has the standard Taunt, as well as Power Strike, which deals additional damage.

Anarchy Units

Most of these units are rebels or cunning criminals or undead, which makes them weak against the spells of the school of Light and Life.

First level:

  • Rogues– Ambush deals damage and reduces enemy armor by 25 points.
  • Skeletons– “Forced March” gives +2 to movement range, removes the slowing buff and raises armor by 25 units.
  • Guli(6) – “Execution” deals damage and cleans all the wounded.

Second level:

  • Skeleton Archers(10) – “Poisoned Arrow” allows you to inflict damage and impose the effect of poisoning.
  • Freelance Archers(10) – Barbed Arrow deals damage and causes bleeding.
  • Zombie(10) – Dash gives +2 to movement range and initiative.
  • Raiders(4) – Attack and Retreat does what the title says. Allows you to teleport to the unit to attack, and then return to the starting position, ignoring the zone of control.
  • Dark Spirits(5) – “Madness” hits units of the same level or lower, forcing them to attack the nearest unit.

Third level

  • Assassins(8) or Assassins – Backstab allows you to teleport to a unit to attack and poison it, and then return to its original position, ignoring the zone of control.
  • Ghosts(6) – “Teleportation” allows you to move to any free cell within the range of motion, ignoring the zone of control.
  • Ancient Ghouls(6) – “Infected Claws” inflict damage and cause disease – reducing the dealt and increasing the damage taken.
  • Mercenaries(4) – Precise Strike deals critical damage.

Fourth level

  • Dark adepts(3) – apply the Mark of Darkness with the “Fate of Fate” skill, so all hits on this unit will be critical. “Charm” imposes magical fetters, which prevents the enemy from using active abilities.
  • Ghoul Chieftain(1) – I encountered this unit during one battle, in a large graveyard outside Rouen. I could not find out its parameters and find an NPC from whom I could hire.
  • Death Knights(5) – Taunt makes all enemies attack the knights for 1 turn. The enemy will not be able to target your other units while the debuff is active. Battle Cry increases the damage of knights and nearby friendly units by 50%.

The fifth level

  • Bone Dragon(1) – two of them will become available after completing the Fatal Journey side quest. “Replenishment” allows you to restore the entire amount of health.

Force Units

Dwarves and animals are gathered here.

First level:

  • Wolves(8) – “Attack and Retreat” does what the title says. Allows you to teleport to the unit to attack, and then return to the starting position, ignoring the zone of control.

Second level:

  • Militia(10) – “Forced March” gives +2 to movement range, removes the slowing buff and raises armor by 25 points.
  • Bears(5) – “Heavy Strike” deals damage and causes weakness (unit attacks do minimal damage).
  • Heavy Crossbowmen(10) – Explosive Bolts deal damage and immobilize.
  • Eagles(5).
  • Trolls(3).

Third level

  • Stone Trolls(3) – “Terrific Clap” deals damage and stuns the enemy, reducing initiative and speed. The unit will not be able to use a counterattack on this ability.
  • Huscarli(10) – “Fortification” gives +25 to armor and the “Vigilance” buff on yourself, that is, you will not miss critical damage.
  • Flamethrowers(8) – Rapid Fire allows you to fire three fire shots at a target.
  • Berserkers(6) – “Rage” imposes a corresponding buff on itself, and you attack the nearest enemy unit, gaining +3 initiative and + 50% damage.
  • Griffins(3).

Fourth level

  • Troll Chieftain(3) – “Pacification” deals damage and is applied both when stunned and when weakened: the enemy cannot counterattack the ability.
  • Ancient wolves(4) – “Blood feast” deals damage and restores the same amount of health; does not work on undead, magic and infected creatures.
  • Bear Riders(4) – Taunt makes all enemies attack the Knights for 1 turn. The enemy will not be able to target your other units while the debuff is active.

The fifth level

  • Red Dragon(1) – two of them will be available after completing the Lissa Dungeon side quest. “Wall of Fire” allows you to teleport in a straight line to an empty cell, inflicting thousands of points of fire damage to all units that are on the way. Applies a burning debuff, ignoring zone of control.

Units of Mastery

Mostly golems and elementals. Their detachments are predominantly small in number.

First level:

  • Clay Golem(6).

Second level:

  • Iron Golem(6). Power Strike deals additional damage, while Forced March gives +2 to movement range, removes the slowing buff and raises armor by 25 points.
  • Spirits of the Wind(5).
  • Stone Elementals(3).

Third level

  • Fire Elementals(3) – Inner Flame grants +35 Critical Strike Chance.
  • Ice Elementals(3) – “Cold Wave” deals damage and applies a frostbite buff in an area of ​​7 hexes (reduces the movement range of units by 1).

Fourth level

  • Gargoyles(4) – Attack and Retreat does what the title says. Allows you to teleport to the unit to attack, and then return to the starting position, ignoring the zone of control. Execute deals damage and cleanses all wounded.
  • Sentry Golems(3) – Electric Arrow deals damage and shock.
  • Great Fire / Ice Elemental(1) – I remember that I once met them in battle, but did not find a way to recruit elementals to my army.

The fifth level

  • Prototype(1) – encountered this enemy during the side mission “Fatal Journey” in the southwestern part of the map. Didn’t see him being recruited from an NPC. Brutal Strike deals damage and inflicts Weakening and Bleeding. Execute deals damage and cleanses all wounded.
  • Chimera(2) – you can get these monsters after completing the side quest “Beauty and the Beast”. “Spinning Blades” deals damage to all units in the area of ​​two cells, it is impossible to counterattack. Chimera Leap allows you to teleport to any cell within range. Along the way, it deals damage to all units in adjacent cells and ignores the zone of control.

 

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