Contents
Alp 01 orientation.png
Alp
Direwolf 01 orientation.png
Direwolf
Hexe 01 orientation.png
Hexe
Hyena orientation.png
Hyena
Sand golem orientation.png
Ifrit
Lindwurm.png
Lindwurm
Nachzehrer.png
Nachzehrer
Schrat 01 orientation.png
Schrat
Serpent orientation.png
Serpent
Unhold.png
Unhold
Webknecht.png
Webknecht
Thing orientation.png
Ijirok
Kraken 01 orientation.png
Kraken

Alp[edit | edit source]

Alp1.pngAlp2.pngAlp3.png

The Alp (DLC) is a pale and haggard creature. It encroaches on settlements in the cover of night, invading the sleep of its helpless inhabitants with ghastly visions, and feeding on the fear and anguish of its victims like a parasite. Scholars speculate that Alps didn’t always look and behave like they do now; most Alps have eye sockets, but no eyes, and mouths with teeth, but only a rudimentary digestive system. Their pale skin peels like old parchment, their bones are frail, and their insides are dark and show signs of decay. Perhaps the Alp is the victim of an ancient curse, or perhaps it simply evolved from a different creature to the nocturnal predator it is now. Whatever it is, don’t fall asleep!

Alp 01 orientation.png Alp
Hitpoints
100
Melee Defense
10
Ranged Defense
10
Fatigue
100
Resolve
100
Initiative
60
Action Points
10
Fatigue recovery
15
Experience gain
300
Sleep Sleep
Nightmare Nightmare
Underdog Underdog Existing Partly in Dreams Existing Partly in Dreams
Fade Fade

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory alp skin.png Parched Skin 20% Southern 06.png Soul Splinter
40% Inventory alp eye.png Third Eye
20% Inventory alp scream.png Petrified Scream

Skills

Icon Name AP Fatigue Description
Fade.png
Fade Fade teleports all alps to another tile after one took damage (the tile will be within 2 tiles of your brothers)
Status effect 81.png
Existing Partly in Dreams Existing Partly in Dreams reduces damage from: bows to 10%; javelins to 25%; crossbows, slings and dogs bites to 33%; other piercing attacks and handgonnes to 50%
Active 116.png
Sleep 4 5 Sleep attempts to put a brother to sleep, sleep is like a stun but the brother can be woken up by other brothers or rally the troops skill, can be resisted with a Resolve check, after 3 turns the brother will wake up on his own (has a range of 2 tiles)
Active 117.png
Nightmare 4 10 Nightmare does 25 Hitpoints damage - 25% of your current Resolve, will at least do 5 Hitpoints damage, ignores armor, never misses, can only be used on sleeping brothers and will wake them up (has a range of 2 tiles)

Strengths

  • Immune to injuries, bleeding and poison
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • If you get ambushed by Alps or if you go into an alp fight unprepared, there is a high chance of losing brothers
  • Alps Net2.png trapped in Nets can't teleport, nor can they Break Free or Free Ally. But properly rooting them with the Throwing net 70x70.png Nets requires adequate Vision, which can be substantially limited by heavy helmets, traits and injuries - in addition to the Night.png Nighttime debuff.
  • Using a Falcon will reveal the disposition of the opponents to properly position your mercenaries.
  • Alps can be Stunned.png stunned. Stunned Alps won't teleport.
  • Alps have no zone of control so you can move freely
  • Sometimes Alps are accompanied by Direwolves - adjust your positioning and actions accordingly.
  • The Nightmare skill does direct Health.png HP damage and never misses, so Melee defense.png Melee Defense doesn't play any role here.
  • Higher Resolve.png the Resolve, the less Health.png HP damage your mercenaries receive.
  • Don't risk bringing brothers at low Health.png Hitpoints and with low Resolve.png Resolve. If you're already in the middle of a fight and one of your brothers is at low health and at risk of dying, make sure he is not Status effect 82.png asleep.
  • Releasing a hound can save your mercenary, but can otherwise unfavorably shuffle Alps upon bite.
  • Perk 30.png Indomitable perk grants 50% Regular damage.png damage reduction.
  • Bring a bannerman with high Resolve.png Resolve and Rally the Troops perk. In addition to a passive Resolve.png Resolve buff, which slightly reduces incoming damage from Nightmare attacks and provides a slight increase to the chance of brothers waking up unprompted, the Rally skill wakes up every Status effect 82.png sleeping brother in range - it saves a lot of Action Points needed to wake up the team and allows more aggression or maneuvering.
  • Perk 04.png Resilient perk reduces the duration of Status effect 82.png sleep to 1 turn.
  • Avoid bringing ranged-focused brothers with you, especially archers, because Alp fights take place at night and piercing weapons do less damage to them. If you bring ranged-focused mercenaries, use The Fangshire and Night Owl Elixirs.
  • Bring weapons that have good chances to hit. Weapons capable of one-shotting an Alp (on body or head critical hit) work well: 2H Axes, Swords, Cleavers, Maces, Hammers, Polearms with Strike skill. 2-tile-range Axes and Maces also synergizes with 1H weapons. Duel-wielding 1H weapon gives +25% damage increase, and decapitating (with a Cleaver) an already damaged Alp allows more damage output.
  • If you want to avoid fighting them you can always retreat
  • Sometimes it's better not to continue the fight and not to chase them if the alps start to retreat, because if they retreat without have fleeing morale status, they will still attack (Fleeing alps can become more confident), unless all your brothers and dogs have high health and you're sure you won't take losses

Direwolf[edit | edit source]

Wolf1.pngWolf3.pngWolf2.png

Direwolves are a type of enemy in Battle Brothers. They are fast and dangerous, as they will quickly charge, flank, and overwhelm a target in numbers. Can attack 3 times if they don't move.

Direwolf 01 orientation.png Direwolf
Hitpoints
130
Melee Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
50
Initiative
150
Action Points
12
Fatigue recovery
20
Experience gain
200
Executioner Executioner Berserk Berserk Pathfinder Pathfinder
Direwolf Bite Direwolf Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
70% Inventory wolfpelt 01.png Unusually Large Wolf Pelt 16,5% Strange Meat.png Strange Meat
30% Inventory wolf adrenaline.png Adrenaline Gland

Skills

Icon Name AP Fatigue Description
Active 71.png
Direwolf Bite 4 6 Direwolf Bite does 30-50 Damage with 70% Armor Damage and 20% Direct Damage

Strengths

  • Has fur on body (30) and head (30)
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Will charge into Spearwall.png Spearwall
  • Use shield and terrain to make you hard to hit
  • Use sword and riposte skill to return more missed blows than you could otherwise deal yourself, terrain advantage will give to-hit bonus for riposte
  • Once in melee, concentrate on one opponent until his death causes others to break, then hit with free attacks when routing from melee
  • Stunning a direwolf equates to 3 attacks that you won't have to take next turn
Direwolf 01 orientation.png Frenzied Direwolf
Hitpoints
150
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
70
Initiative
150
Action Points
12
Fatigue recovery
20
Experience gain
250
Overwhelm Overwhelm
Relentless Relentless
Executioner Executioner
Berserk Berserk
Pathfinder Pathfinder
Direwolf Bite Direwolf Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
70% Inventory wolfpelt 01.png Unusually Large Wolf Pelt 16,5% Strange Meat.png Strange Meat
30% Inventory wolf adrenaline.png Adrenaline Gland 20% Southern 02.png Sabertooth

Skills

Icon Name AP Fatigue Description
Active 71.png
Direwolf Bite 4 6 Direwolf Bite does 30-50 Damage with 70% Armor Damage and 20% Direct Damage

Strengths

  • Has fur on body (30) and head (30)
  • Does 25% more damage than the normal direwolves
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Will charge into spear wall
  • Use shield and terrain to make you hard to hit
  • Use sword and riposte skill to return more missed blows than you could otherwise deal yourself, terrain advantage will give to-hit bonus for riposte
  • Once in melee, concentrate on one opponent until his death causes others to break, then hit with free attacks when routing from melee
  • Stunning a direwolf equates to 3 attacks that you won't have to take next turn

Hexe[edit | edit source]

Hexe 2.pngHexe 3.pngHexe 4.pngHexe 5.pngHexe 1.pngHexe 6.png

The Hexe (DLC) is a witch inspired by Grimm’s fairy tales, a malevolent old crone living in swamps and forests outside of villages alone or in a coven with other Hexen. They’re human, but have long sacrificed their humanity for otherworldly powers. They’re feared, but also worshiped by some. They’re burned at the stake, and yet people seek them out to plead for miracles. They lure and abduct little children to make broth and concoctions out of, they strike terrible pacts with villagers to receive their firstborn, they weave curses and cast hexes. Their huts may or may not be made of candy. With her sorcery, a Hexe can enthrall wild beasts, and even warp the mind of humans, and so will often be found in the company of creatures that serve her.

Hexe 01 orientation.png Hexe
Hitpoints
80
Melee Defense
5
Ranged Defense
5
Fatigue
80
Resolve
160
Initiative
100
Action Points
9
Fatigue recovery
15
Experience gain
450
Drink Night Owl Elixir Drink Night Owl Elixir Charm Charm Hex Hex

Equipment

  • Has natural body armor (25)

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
35% Inventory hexe hair.png Witch Hair 20% Inventory provisions 17.png Black Marsh Stew
35% Inventory hexe herbs.png Mysterious Herbs 30% Southern 07.png Jade Brooch
30% Inventory hexe apple.png Poisoned Apple

Skills

Icon Name AP Fatigue Description
Active 142.png
Drink Night Owl Elixir 2 10 Drink Night Owl Elixir will remove all Night.png Nighttime penalties
Active 120.png
Charm 5 15 Charm will attempt to mindcontrol 1 of your brothers for 2 turns - Your chance to resist being charmed is your Resolve - 35. That means with 35 or less you will always be charmed and with 130 Resolve you have a 95% chance to resist. (95% is the max) - Standing right next to the hexe makes resisting charm more difficult. (-40 instead of -35) - You get 2 chances to resist the charm effect - The status ends on the start of your turn if the hexe is dead (has a range of 8 tiles)
Active 119.png
Hex 3 5 Hex curses one of your brothers for 2 turns (you will take the same damage as the hexe) - The damage will ignore your armor - The hex can't be resisted and a brother can't have more than 1 hex on him at the same time (has a range of 8 tiles and a cooldown of 1 or 2 turns)

Strengths

  • Natural body armor prevents applying bleed damage by whips on first hits

Tactics

  • Hexe has no attacks or zone of control, so you can move freely
  • Have high resolve and good morale to avoid mind control (brother carrying a battle standard is very helpful)
  • Stun Hexe with a mace to stop her from casting spells
  • Charmed allies tend to use Throwing Spears, Nets and most damaging weapons
  • Use low-damage maces to knock out or whips to disarm charmed allies
  • Use nets to prevent charmed brothers from engaging you
  • With no proper weapons available, surround and punch her
  • Release war dogs to distract them (but be careful if a brother gets hexed, war dogs might accidentally kill them)
  • Taunt may prevent them from casting spells (unconfirmed)

Hyena[edit | edit source]

Hyena 8.pngHyena 9.pngHyena 10.png

Hyena orientation.png Hyena
Hitpoints
120
Melee Skill
60
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
50
Initiative
90
Action Points
14
Fatigue recovery
20
Experience gain
200
Executioner Executioner
Backstabber Backstabber
Pathfinder Pathfinder Hyena Bite Hyena Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
60% Southern 10.png Raging Hyena Fur 16,5% Strange Meat.png Strange Meat
40% Southern 12.png Acidic Saliva

Skills

Icon Name AP Fatigue Description
Active 197.png
Hyena Bite 4 6 Hyena Bite does 20-35 Damage with 100% Armor Damage and 35% Direct Damage, causes Bleeding.png Bleeding for 5 dmg per turn on Hyenas and 10 dmg per turn on Frenzied Hyenas if at least 6 hitpoints were lost from the attack

Strengths

  • Has fur on body (20) and head (20)
  • Can't get Injuries that are hand related
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • ?
Hyena orientation.png Frenzied Hyena
Hitpoints
140
Melee Skill
65
Melee Defense
10
Ranged Defense
10
Fatigue
180
Resolve
70
Initiative
130
Action Points
14
Fatigue recovery
20
Experience gain
250
Executioner Executioner
Backstabber Backstabber
Overwhelm Overwhelm
Pathfinder Pathfinder
Perk 26.png Relentless
Hyena Bite Hyena Bite

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
60% Southern 10.png Raging Hyena Fur 16,5% Strange Meat.png Strange Meat
40% Southern 12.png Acidic Saliva 20% Southern 02.png Sabertooth

Skills

Icon Name AP Fatigue Description
Active 197.png
Hyena Bite 4 6 Hyena Bite does 20-35 Damage with 100% Armor Damage and 35% Direct Damage, causes Bleeding.png Bleeding for 5 dmg per turn on Hyenas and 10 dmg per turn on Frenzied Hyenas if at least 6 hitpoints were lost from the attack

Strengths

  • Has fur on body (20) and head (20)
  • Can't get Injuries that are hand related
  • Unaffected by Night.png Nighttime debuffs
  • Deals 25% more Damage Dealt damage

Tactics

  • ?

Ifrit[edit | edit source]

Ifrit 1.pngIfrit 3.pngIfrit 5.pngIfrit 6.pngIfrit 4.pngIfrit 2.png

Sand golem orientation.png Size 1 Ifrit
Hitpoints
110
Melee Skill
65
Ranged Skill
60
Melee Defense
-5
Ranged Defense
-5
Fatigue
400
Initiative
60
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Headbutt Headbutt
Merge Living Sands Merge Living Sands

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11.png Sulfurous Rocks 10% Southern 04.png Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation.png
Sand Golem Sand Golem takes no damage when hit by another Ifrits living sand throw, 10% damage from bows and firelances, 33% damage from crossbows and slings, 25% damage from javelins and handgonne and 50% damage from other piercing weapons
Active 195.png
Size 1 Headbutt 6 15 Size 1 Headbutt does 35-45 Damage with 60% Armor Damage and 50% Direct Damage
Active 194.png
Merge Living Sands 6 25 Merge Living Sands will combine three size 1 Ifrits to one size 2 Ifrit or three size 2 Ifrits to one size 3 Ifrit, the newly assembled Ifrit will have full health and armor no matter how damaged the three Ifrits it's made of were, the three Ifrits need to be adjacent to use this skill, this skill can be used with an elevation difference of 4

Strengths

  • Has natural body armor (110)
  • Mindless (no resolve checks)
  • Immune to bleeding, poison, stun, fire and injuries
  • Unaffected by Night.png Nighttime debuffs
  • +5 Initiative (only for turn order) if there is 1 other Ifrit with the same size next to it
  • +10 Initiative (only for turn order) if there are 2 other Ifrit with the same size next to it

Tactics

  • ?
Sand golem orientation.png Size 2 Ifrit
Hitpoints
220
Melee Skill
75
Ranged Skill
70
Melee Defense
0
Ranged Defense
-10
Fatigue
400
Initiative
50
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Throw Living Sand Throw Living Sand
Headbutt Headbutt
Merge Living Sands Merge Living Sands

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11.png Sulfurous Rocks 10% Southern 04.png Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation.png
Sand Golem Sand Golem takes no damage when hit by another Ifrits living sand throw, 10% damage from bows and firelances, 33% damage from crossbows and slings, 25% damage from javelins and handgonne and 50% damage from other piercing weapons
Active 195.png
Size 2 Headbutt 6 15 Size 2 Headbutt does 70-90 Damage with 65% Armor Damage and 50% Direct Damage
Active 194.png
Merge Living Sands 6 25 Merge Living Sands will combine three size 1 Ifrits to one size 2 Ifrit or three size 2 Ifrits to one size 3 Ifrit, the newly assembled Ifrit will have full health and armor no matter how damaged the three Ifrits it's made of were, the three Ifrits need to be adjacent to use this skill, this skill can be used with an elevation difference of 4
Active 193.png
Size 2 Throw Living Sand 6 15 Size 2 Throw Living Sand does 70-90 Damage with 65% Armor Damage and 40% Direct Damage, the Ifrit will break down into three Ifrits with a lower size, one will be right next to the target of the throw and the other one next to the original Ifrit, the newly created Ifrits will have full health and armor no matter how damaged the original Ifrit was (Has a range of 2 - 5 tiles, can be used when engaged in melee, but the target has to be at least 2 tiles away, can be used over 3 elevation levels)

Strengths

  • Has natural body armor (220)
  • Mindless (no resolve checks)
  • Immune to bleeding, poison, stun, fire and injuries
  • Unaffected by Night.png Nighttime debuffs
  • +5 Initiative (only for turn order) if there is 1 other Ifrit with the same size next to it
  • +10 Initiative (only for turn order) if there are 2 other Ifrit with the same size next to it

Tactics

  • Killing a size 2 ifrit will create two size 1 ifrits
Sand golem orientation.png Size 3 Ifrit
Hitpoints
440
Melee Skill
80
Ranged Skill
80
Melee Defense
10
Ranged Defense
-15
Fatigue
400
Initiative
40
Action Points
8
Fatigue recovery
25
Experience gain
150
Bullseye Bullseye
Resilient Resilient
Pathfinder Pathfinder
Crippling Strikes Crippling Strikes
Sand Golem Sand Golem
Throw Living Sand Throw Living Sand
Headbutt Headbutt

Loot

Chance Chance
40% To Get 1 Item per Kill To Get Bonus Items
100% Southern 11.png Sulfurous Rocks 10% Southern 04.png Glittering Rock

Skills

Icon Name AP Fatigue Description
Sand golem orientation.png
Sand Golem Sand Golem takes no damage when hit by another Ifrits living sand throw, 10% damage from bows and firelances, 33% damage from crossbows and slings, 25% damage from javelins and handgonne and 50% damage from other piercing weapons
Active 195.png
Size 3 Headbutt 6 15 Size 3 Headbutt does 105-135 Damage with 70% Armor Damage and 50% Direct Damage
Active 193.png
Size 3 Throw Living Sand 6 15 Size 3 Throw Living Sand does 105-135 Damage with 70% Armor Damage and 40% Direct Damage, the Ifrit will break down into two size 2 Ifrits and three size 1 Ifrits, one will be right next to the target of the throw and the other 4 next to the original Ifrit, the newly created Ifrits will have full health and armor no matter how damaged the original Ifrit was (Has a range of 2 - 5 tiles, can be used when engaged in melee, but the target has to be at least 2 tiles away, can be used over 3 elevation levels)

Strengths

  • Has natural body armor (440)
  • Mindless (no resolve checks)
  • Immune to knockback, grab, bleeding, poison, stun, fire and injuries
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Killing a size 3 ifrit will create two size 2 ifrits

Lindwurm[edit | edit source]

Tail.pngLindwurm1.png

Lindwurms are a type of enemy in Battle Brothers. They are very dangerous two-tiles beasts. Tiles are always adjacent. The upper body will move first, followed by the tail. The upper body and the tail share the same health and armor but attack differently. Acidic blood courses through its veins and any attacker wounding the Lindwurm in melee will suffer the blood's corrosive effects as skin and armor starts to melt away.

Lindwurm orientation.png Lindwurm
Hitpoints
1100
Melee Skill
75
Melee Defense
10
Ranged Defense
−10
Fatigue
400
Resolve
180
Initiative
80
Action Points
7
Fatigue recovery
30
Experience gain
800
Fearsome Fearsome
Reach Advantage Reach Advantage
Underdog Underdog
Resilient Resilient
Pathfinder Pathfinder
Acid Blood Acid Blood
Gorge Gorge

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
35% Inventory lindwurm blood.png Lindwurm Blood 33% Inventory loot 10.png Lindwurm's Hoard
35% Inventory lindwurm scales.png Lindwurm Scales
30% Inventory lindwurm bones.png Lindwurm Bones

Skills

Icon Name AP Fatigue Description
Acid.png
Acid Blood Acid Blood Every time you do at least 10 Damage to their Hitpoints with melee, the tile next to the lindwurm will be sprayed with acid - the acid corrodes both body and head armor at the rate of 10% of armor each turn for three turns - this effect doesnt stack but it will refresh
Active 107.png
Gorge 4 15 Gorge does 80-140 Damage with 150% Armor Damage and 40% Direct Damage (has a range of 2 tiles)

Strengths

  • Has natural head armor (200)
  • Has natural body armor (400)
  • Body and tail share the same Hitpoints, Fatigue and armor
  • Immune to acid, knockback, grabbing and stun
  • Unaffected by Night.png Nighttime debuffs
  • Has +10 Melee Skill and does 10% more Damage after day 170

Tactics

  • Shields are crucial to keep your frontliners alive in this fight, use shield wall liberally
  • Since the acid does % damage, nimble brothers can attack Lindwurms directly with only losing a couple points of armor durability per turn.
  • Due to body and head sharing the same healthpool and lindwurms often clumping up, area of effect weapons like handgonnes or swordlances are very effective.
  • Be careful to keep light-armored brothers out of range of the upper-body attack or have an armored, shielded brother taunt the upper-body - If not, light-armored brothers can be one-shot by the two-tile attack
  • Retreat people with no armor, seriously, they will die
  • Use Bone Platings to completely absorb 1 heavy hit to the body armor (fatigue will still apply)
  • Bowmen, crossbowmen, and two-tiles fighters can easily damage armor and health without suffering the acidic blood effect
  • With polearms (needs mastery) or goblin Jagged Pike and archers you can use "hit and run" tactic, i.e. when Lindwurm comes close, hit and run 2 tiles away - they will never bite you. Note that Jagged pikes have worse stats and less hitchance bonus than most other polearms.
  • With Cleaver Mastery, brothers with whips can deal 40 damage worth of bleed to a Lindwurm that's lost its armor, plus the whip's incidental direct damage, while fully outside the range of the beast's attacks
  • Head part of the body-head segment is vulnerable to critical hits (applies to HP only)
  • Use nets to manipulate body movement and reduce its defense; nets also put Lindwurm further from early turn order, allowing you to deal Overwhelm debuff and other effects before its turn
  • Rooted status debuffs of the body beast part also applies to the tail
  • Non-hostile allied units don’t give surround bonus
Lindwurm tail orientation.png Lindwurm Tail
Hitpoints
1100
Melee Skill
75
Melee Defense
10
Ranged Defense
−10
Fatigue
400
Resolve
180
Initiative
80
Action Points
7
Fatigue recovery
30
Experience gain
800
Fearsome Fearsome
Reach Advantage Reach Advantage
Resilient Resilient
Tail Slam Tail Slam Sweep
Tail Slam Tail Slam Thresh
Tail Slam Tail Slam Split
Pathfinder Pathfinder
Acid Blood Acid Blood
Move Tail Move Tail

Skills

Icon Name AP Fatigue Description
Acid.png
Acid Blood Acid Blood Every time you do at least 10 Damage to their Hitpoints with melee, the tile next to the lindwurm will be sprayed with acid - the acid corrodes both body and head armor at the rate of 10% of armor each turn for three turns - this effect doesnt stack but it will refresh
Active 108.png
Tail Slam Split 4 25 Tail Slam Split does 60-120 Damage with 150% Armor Damage, 50% Direct Damage, will hit 1 target and the entity behind it, causes the target to be Dazed.png dazed for 2 turns or will Stunned.png stun for 1 turn
Active 108.png
Tail Slam Sweep 4 20 Tail Slam Sweep does 60-120 Damage with 150% Armor Damage, 50% Direct Damage, has -5% chance to hit, will hit up to 3 targets next to each other, causes the target to be Dazed.png dazed for 2 turns or has knockback or will Stunned.png stun for 1 turn
Active 108.png
Tail Slam Thresh 4 25 Tail Slam Thresh does 60-120 Damage with 150% Armor Damage, 50% Direct Damage, has -5% chance to hit, will hit up to 6 targets right next to the tail, causes the target to be Dazed.png dazed for 2 turns or has knockback or will Stunned.png stun for 1 turn
Active 109.png
Move Tail 6 15 Move Tail Teleports the tail right next to the body (has unlimited range)

Strengths

  • Has natural body armor (400)
  • Body and tail share the same Hitpoints, Fatigue and armor
  • Immune to acid, knockback, grabbing and stun
  • Unaffected by Night.png Nighttime debuffs
  • Has +10 Melee Skill and does 10% more Damage after day 180

Tactics

  • Shields are crucial to keep your frontliners alive in this fight, use shield wall liberally
  • Be careful to keep light-armored brothers out of range of the upper-body attack or have an armored, shielded brother taunt the upper-body - If not, light-armored brothers can be one-shot by the two-tile attack
  • Retreat people with no armor, seriously, they will die
  • Use Bone Platings to completely absorb 1 heavy hit to the body armor (status effect/fatigue will still apply)
  • Bowmen, crossbowmen, and two-tiles fighters can easily damage armor and health without suffering the acidic blood effect
  • Tail doesn’t attack if it moves (Move Tail costs 6 AP out 7 available)
  • With Cleaver Mastery, brothers with whips can deal 40 damage worth of bleed to a Lindwurm that's lost its armor, plus the whip's incidental direct damage, while fully outside the range of the beast's attacks
  • Since the tail has no 'head' you can avoid wasting your damage output on the body's head armor by always focusing fire on the tail
  • Non-hostile allied units don’t give surround bonus

Nachzehrer[edit | edit source]

Nachzehrer concept drawings Nachzehrer devours a brother

Nachzehrers are a type of enemy in Battle Brothers. They count as beasts, but because they feast on corpses, they are often seen in company with the Zombies or Ancient Dead.

The peasantry tells stories of men and women coming back to life after the sin of committing suicide as horribly shaped monstrosities, turned into a Nachzehrer. They’re said to resemble grey-skinned devils that dig up graves with their claws and devour fresh corpses, even devour parts of themselves and their funeral shrouds, and to grow in strength as they do so until they inevitably prey on the living. Others may claim that they are but wild beasts, merely scavengers drawn to fresh graves like seagulls to fishing nets. Whatever their true nature, they bring misery and disease upon any village they bedevil.

The creature known as Nachzehrer can grow up to two times as it gorges itself on a corpse, and it’s not shy of cannibalizing its own kind. Each time it does so, it increases in size and strength significantly. At its largest, when it’s become a hulking behemoth of grey flesh, it gains the ability to swallow a man whole. Anyone devoured like this isn’t dead, but in the belly of the beast and removed from the map. Slaying the Nachzehrer will free that character again, albeit covered in goo, but retreating while a character is devoured in this way will spell certain death for him.

A Nachzehrer has long claws that they use to dig through the earth in search of food, and which can tear grievous wounds in combat. The larger the Nachzehrer, the more dangerous the claws become. On the bright side, a Nachzehrer doesn’t have any armor, which favors swords and cleavers, and it gets easier to hit with ranged weapons, the larger and less nimble it becomes.

Ghoul 01 orientation.png Size 1 Nachzehrer
Hitpoints
80
Melee Skill
60
Melee Defense
10
Ranged Defense
15
Fatigue
130
Resolve
50
Initiative
125
Action Points
9
Fatigue recovery
15
Experience gain
125
Pathfinder Pathfinder Small Ghoul Claws Small Ghoul Claws Gruesome Feast Gruesome Feast

Loot

Chance
50% To Get 1 Item per Kill
35% Inventory ghoul teeth 01.png Jagged Fangs
35% Inventory ghoul horn.png Nachzehrer Horn
30% Inventory ghoul brain.png Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 21.png
Small Ghoul Claws 4 6 Small Ghoul Claws does 25-40 Damage with 75% Armor Damage and 10% Direct Damage
Active 40.png
Gruesome Feast 6 25 Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Attracted to dead bodies, often charge into spearwalls
  • Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
  • Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
  • Feasting requires 6 AP, so they can feast after moving 1 tile
  • Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
  • When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
  • Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers
Ghoul 01 orientation.png Size 2 Nachzehrer
Hitpoints
200
Melee Skill
70
Melee Defense
15
Ranged Defense
10
Fatigue
130
Resolve
80
Initiative
110
Action Points
9
Fatigue recovery
15
Experience gain
250
Pathfinder Pathfinder Medium Ghoul Claws Medium Ghoul Claws Gruesome Feast Gruesome Feast

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
35% Inventory ghoul teeth 01.png Jagged Fangs 15% Southern 01.png Growth Pearls
35% Inventory ghoul horn.png Nachzehrer Horn
30% Inventory ghoul brain.png Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 21.png
Medium Ghoul Claws 4 6 Medium Ghoul Claws does 40-60 Damage with 75% Armor Damage and 10% Direct Damage
Active 40.png
Gruesome Feast 6 25 Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Attracted to dead bodies, often charge into spearwalls
  • Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
  • Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
  • Feasting requires 6 AP, so they can feast after moving 1 tile
  • Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
  • When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
  • Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers
Ghoul 01 orientation.png Size 3 Nachzehrer
Hitpoints
380
Melee Skill
80
Melee Defense
20
Ranged Defense
5
Fatigue
130
Resolve
110
Initiative
95
Action Points
9
Fatigue recovery
15
Experience gain
375
Pathfinder Pathfinder Large Ghoul Claws Large Ghoul Claws Gruesome Feast Gruesome Feast
Swallow Whole Swallow Whole

Loot

Chance Chance
50% To Get 1 Item per Kill To Get Bonus Items
35% Inventory ghoul teeth 01.png Jagged Fangs 30% Southern 01.png Growth Pearls
35% Inventory ghoul horn.png Nachzehrer Horn
30% Inventory ghoul brain.png Nachzehrer Brain

Skills

Icon Name AP Fatigue Description
Active 103.png
Swallow Whole 9 25 Swallow Whole Devours a brother and removes him from the battle until the nachzehrer has died - The brother takes 10-20 Hitpoints damage, but will at least emerge with 5 Hitpoints remaining - You can't straight up die from being devoured
Active 21.png
Large Ghoul Claws 4 6 Large Ghoul Claws does 55-80 Damage with 75% Armor Damage and 10% Direct Damage
Active 40.png
Gruesome Feast 6 25 Gruesome Feast Eats a dead body, grows in size (if possible), improves its morale, removes all injuries and heals up to max Hitpoints (the nachzehrer has to be on the same tile as the dead body)

Strengths

  • Immune to poison
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Attracted to dead bodies, often charge into spearwalls
  • Making a spearwall around a dead Nachzeher can result in additional kills, but it can create bodies outside the zone of control or a Nachzehrer can simply dodge the spearwall
  • Protect the dead bodies, so that Nachzehers would not feast and become confident and stronger
  • Feasting requires 6 AP, so they can feast after moving 1 tile
  • Kill a Nachzehrer only if you have means to prevent others from consuming its dead body, otherwise let it stay alive
  • When using ranged weapons against them in the initial charge, try to spread out the damage evenly and don't take a shot with a weapon powerful enough to kill with a headshot
  • Be careful with using dogs as you cannot control them: they can run off, die and get eaten by them Nachzehrers

Schrat[edit | edit source]

Bigschrat.pngSapling.pngBigschrat2.png

The Waldschrat, or Schrat (DLC) for short, is a fabled living tree found in the most remote forests of the world. A creature of bark and wood, it resembles no other, and its mind is truly alien. It blends between trees and shambles slowly, its roots digging through the soil. A frightening night time story tells of how trees watered with the blood of the unjustly killed turn into twisted living trees, out to strangle and choke the life out of children that don’t behave.

Schrat 01 orientation.png Schrat
Hitpoints
600
Melee Skill
70
Melee Defense
−5
Ranged Defense
−5
Fatigue
400
Resolve
200
Initiative
60
Action Points
7
Fatigue recovery
25
Experience gain
600
Crippling Strikes Crippling Strikes
Uproot Uproot
Resilient Resilient
Steel Brow Steel Brow
Shielded Shielded
Pathfinder Pathfinder
Grow Shield Grow Shield

Loot

Chance Chance
90% To Get 1 Item per Kill To Get Bonus Items
40% Inventory schrat wood.png Ancient Wood 25% Southern 09.png Ancient Amber
40% Inventory schrat resin.png Glowing Resin
20% Inventory schrat heart.png Heart of the Forest

Skills

Icon Name AP Fatigue Description
Status effect 86.png
Shielded Shielded causes a Schrat to take only 30% damage. Schrats also receive only 25% damage from bolts and arrows, and 50% from javelins - but 1/3 more damage from firelance. When Schrat takes at least 60 dmg, a Sapling will be spawned if a free tile around is available.
Active 121.png
Grow Shield 5 50 Grow Shield creates a new shield after the old one was broken
Active 122.png
Uproot 5 25 Uproot does 70-100 Damage with 85% Armor Damage, 50% Direct Damage and staggers the target for a turn (hits 3 tiles in a row)

Strengths

  • Has a schrat shield (32 Durability, +20 Melee Defense and +20 Ranged Defense)
  • Immune to bleeding, poison, knockback, grabbing, stun, root, disarm and injuries
  • Unaffected by Night.png Nighttime debuffs
  • Has a very high innate resistance to ranged attacks
  • Has +5 Melee Skill after day 250

Tactics

  • Break Schrat Shield before dealing damage
  • Non-axe backline brothers can use Throwing Spears to assist in destroying shields
  • Split up groups by distracting with advancing tank brothers
  • Try taking higher positions for more defense or prevent them from doing so
  • Surround a Schrat before dealing high damage to prevent Saplings spawning
  • Kill spawned Saplings to prevent more incoming damage and to cause morale checks
  • Place polearms and other 2-tile damage dealers in blind spots
  • Use 2H maces to daze them, reducing their damage output, and move Schrats further away from early turn order
  • Taunting them doesn't have any effect if the attack would hit multiple enemies (bug; should be fixed in August ’20 update)
Schrat 02 orientation.png Sapling
Hitpoints
75
Melee Skill
80
Melee Defense
15
Ranged Defense
15
Fatigue
400
Resolve
150
Initiative
80
Action Points
7
Fatigue recovery
15
Experience gain
50
Crippling Strikes Crippling Strikes
Weak Uproot Weak Uproot
Steel Brow Steel Brow Pathfinder Pathfinder

Skills

Icon Name AP Fatigue Description
Active 122.png
Weak Uproot 5 25 Weak Uproot does 40-60 Damage with 85% Armor Damage, 40% Direct Damage and staggers the target for a turn (hits 1 tile)

Strengths

  • Immune to bleeding, poison, knockback, grabbing, stun, root, disarm and injuries
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • To prevent Saplings from spawning, surround a Schrat before dealing high damage
  • Kill spawned Saplings to prevent more incoming damage and to cause morale checks
  • Ranged weapons deal decent damage to them

Serpent[edit | edit source]

Snake.png

Serpent orientation.png Serpent
Hitpoints
130
Melee Skill
65
Melee Defense
10
Ranged Defense
25
Fatigue
110
Resolve
100
Initiative
50 - 100
Action Points
9
Fatigue recovery
15
Experience gain
175
Backstabber Backstabber
Snake Snake
Relentless Relentless
Drag Drag
Pathfinder Pathfinder
Serpent Bite Serpent Bite

Loot

Chance Chance
75% To Get 1 Item per Kill To Get Bonus Items
60% Southern 13.png Serpent Skin 15% Southern 03.png Rainbow Scale
40% Southern 14.png Glistening Scale

Skills

Icon Name AP Fatigue Description
Serpent orientation.png
Snake Snake causes the serpent to take 34% less damage from Active 203.png Fire Handgonne (5 fatigue) and Active 202.png Ignite (5 fatigue), the serpent has +15 Initiative towards its turn order if there are enemies in its zone of control
Active 192.png
Drag 6 20 Drag pulls the target closer to the serpent, ends Shieldwall, Spearwall and Riposte, can cause falling damage that also adds fatigue, will Staggered.png Stagger for 2 turns (can be used on equal elevation level or if the serpent has the higher elevation level and has a range of 3 tiles)
Active 196.png
Serpent Bite 5 5 Serpent Bite does 50-70 Damage with 75% Armor Damage and 30% Direct Damage

Strengths

  • Has natural armor on body (40) and head (40)
  • Can't get Injuries that are hand or leg related
  • Has 0 - 50 extra Initiative
  • Has +5 Melee Defense after day 20
  • Does 15% more Direct Damage direct damage after day 50
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Serpents will stay clustered when fighting, making AoE weapons effective against them.
  • They will attempt to pull vulnerable brothers with their Drag ability, surrounding them with 4-5 serpents. Low level brothers or those with poor melee defense will rarely survive a full round of attacks.
  • Consider using brothers with high melee defense as "bait" to take a round of attacks while your other brothers move into melee range.
  • Smoke bombs can be effective to get a weak brother out of harms way.

Unhold[edit | edit source]

Unhold 1.pngUnhold 2.pngUnhold 3.pngArmored unhold.pngArmored unhold3.png

The Unhold (DLC) is a lumbering giant, easily the size of three men, and dwarfing even the tallest orc. It eats whole sheep for a snack and empties a pond to wash it down. There’s tales of enraged Unholds leveling remote farms and plucking the limbs off of unlucky farmers like wings from insects, but closer examination will reveal that Unholds aren’t malicious creatures. They’re fiercely territorial, but may often be content to persuade with ear-deafening bellowing and threatening gestures any invaders to run for their lives. The Unhold is a somewhat solitary creature and can be found either alone or in small groups only.

There are 3 variants of Unholds. The most common variant is found in the hills and tundra. Another variant is said to be found in swamps and sometimes forests, where they inhabit caves. The fiercest is the northern variant found in the snowy wastes, with white fur that protects equally against cold and steel. Then there are also armored Unholds that are tamed by barbarians.

Unhold.png Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3.png Sweep
Unhold2.png Fling Back
Unhold1.png Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones.png Giant Skull and Bones 33% Strange Meat.png Strange Meat
40% Inventory unhold hide.png Unhold Hide 20% Southern 05.png Deformed Valuables
20% Inventory unhold 01.png Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged.png
Battering Ram Battering Ram gives stun-immunity
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112.png
Sweep 4 20 Sweep does knockback, will Staggered.png stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2.png
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110.png
Unstoppable Charge 6 30 Unstoppable Charge will Stunned.png stun and Staggered.png stagger the target (has a range of 3 tiles)

Strengths

  • Each turn heals for 75 HP
  • Does 10% more damage after day 90

Tactics

  • Good target for nets
  • Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
  • To prevent tanks from being thrown or knocked back use Indomitable
  • Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
  • Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
  • Have back-up 2-handed maces for backliners, if they get engaged in melee
  • Use hounds to distract, lower morale and gain surround hit bonus
  • Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Unhold 03 orientation.png Bog Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
5
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3.png Sweep
Unhold2.png Fling Back
Unhold1.png Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones.png Giant Skull and Bones 33% Strange Meat.png Strange Meat
40% Inventory unhold hide.png Unhold Hide 20% Southern 05.png Deformed Valuables
20% Inventory unhold 01.png Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged.png
Battering Ram Battering Ram gives stun-immunity
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112.png
Sweep 4 20 Sweep does knockback, will Staggered.png stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2.png
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110.png
Unstoppable Charge 6 30 Unstoppable Charge will Stunned.png stun and Staggered.png stagger the target (has a range of 3 tiles)

Strengths

  • Each turn heals for 75 HP
  • Does 10% more damage after day 90

Tactics

  • Good target for nets
  • Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
  • To prevent tanks from being thrown or knocked back use Indomitable
  • Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
  • Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
  • Have back-up 2-handed maces for backliners, if they get engaged in melee
  • Use hounds to distract, lower morale and gain surround hit bonus
  • Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Snow unhold.png Frost Unhold
Hitpoints
600
Melee Skill
75
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
150
Initiative
85
Action Points
9
Fatigue recovery
30
Experience gain
450
Crippling Strikes Crippling Strikes
Unhold3.png Sweep
Unhold2.png Fling Back
Unhold1.png Unstoppable Charge
Killing Frenzy Killing Frenzy
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones.png Giant Skull and Bones 33% Strange Meat.png Strange Meat
40% Inventory unhold frost fur 01.png Thick White Fur 20% Southern 05.png Deformed Valuables
20% Inventory unhold 01.png Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged.png
Battering Ram Battering Ram gives stun-immunity
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112.png
Sweep 4 20 Sweep does knockback, will Staggered.png stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2.png
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110.png
Unstoppable Charge 6 30 Unstoppable Charge will Stunned.png stun and Staggered.png stagger the target (has a range of 3 tiles)

Strengths

  • Does 15% more damage than the other Unholds
  • Has fur on body and head (90)
  • Each turn heals for 90 HP
  • Does 10% more damage after day 90

Tactics

  • Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
  • Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
  • To prevent tanks from being thrown or knocked back use Indomitable
  • Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
  • Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
  • Have back-up 2-handed maces for backliners, if they get engaged in melee
  • Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Unhold.png Armored Unhold
Hitpoints
500
Melee Skill
70
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
130
Initiative
75
Action Points
9
Fatigue recovery
30
Experience gain
400
Crippling Strikes Crippling Strikes
Unhold3.png Sweep
Unhold2.png Fling Back
Unhold1.png Unstoppable Charge
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones.png Giant Skull and Bones 33% Strange Meat.png Strange Meat
40% Inventory unhold hide.png Unhold Hide 20% Southern 05.png Deformed Valuables
20% Inventory unhold 01.png Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged.png
Battering Ram Battering Ram gives stun-immunity
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112.png
Sweep 4 20 Sweep does knockback, will Staggered.png stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2.png
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110.png
Unstoppable Charge 6 30 Unstoppable Charge will Stunned.png stun and Staggered.png stagger the target (has a range of 3 tiles)

Strengths

  • Has armor on body and head (35)
  • Each turn heals for 75 HP
  • Does 10% more damage after day 90

Tactics

  • Will turn hostile towards barbarians if not whipped by Beastmaster
  • Good target for nets
  • Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
  • To prevent tanks from being thrown or knocked back use Indomitable
  • Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
  • Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
  • Have back-up 2-handed maces for backliners, if they get engaged in melee
  • Use hounds to distract, lower morale and gain surround hit bonus
  • Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)
Snow unhold.png Armored Frost Unhold
Hitpoints
600
Melee Skill
75
Melee Defense
10
Ranged Defense
0
Fatigue
400
Resolve
150
Initiative
85
Action Points
9
Fatigue recovery
30
Experience gain
550
Crippling Strikes Crippling Strikes
Unhold3.png Sweep
Unhold2.png Fling Back
Unhold1.png Unstoppable Charge
Killing Frenzy Killing Frenzy
Resilient Resilient
Steel Brow Steel Brow
Battering Ram Battering Ram
Pathfinder Pathfinder
Regeneration Regeneration
Stalwart Stalwart

Loot

Chance Chance
100% To Get 1 Item per Kill To Get Bonus Items
40% Inventory unhold bones.png Giant Skull and Bones 33% Strange Meat.png Strange Meat
40% Inventory unhold frost fur 01.png Thick White Fur 20% Southern 05.png Deformed Valuables
20% Inventory unhold 01.png Unhold Heart

Skills

Icon Name AP Fatigue Description
Settlement effect besieged.png
Battering Ram Battering Ram gives stun-immunity
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Regeneration Regeneration will heal for 15% of their max Hitpoints at the start of each turn
Active 112.png
Sweep 4 20 Sweep does knockback, will Staggered.png stagger the target, can hit up to 3 targets next to each other, does 40-80 Damage with 80% Armor Damage and 40% Direct Damage
Unhold2.png
Fling Back 4 20 Fling Back will toss the target behind the unhold, target gets 10 Fatigue and suffers falling damage
Active 110.png
Unstoppable Charge 6 30 Unstoppable Charge will Stunned.png stun and Staggered.png stagger the target (has a range of 3 tiles)

Strengths

  • Does 15% more damage than the other Unholds
  • Has armor on body and head (400)
  • Has fur on body and head (90)
  • Each turn heals for 90 HP
  • Does 10% more damage after day 90

Tactics

  • Will turn hostile towards barbarians if not whipped by Beastmaster
  • Good target for nets. Has higher Initiative, so expect early turns at the start of the combat
  • Unholds' medium-low melee skill allows a tank brother to tie one or two up, letting you focus on others
  • To prevent tanks from being thrown or knocked back use Indomitable
  • Daze Unholds with 2H maces’ Cudgel attacks to reduce their damage output
  • Polearms with Mastery are very effective in dealing decent damage and staying away from the frontline (Jagged Pike users don't need Mastery). This method allows backline brothers to move in, attack and move out, so that they are not directly adjacent to the frontline in case an Unhold flips a frontline brother
  • Have back-up 2-handed maces for backliners, if they get engaged in melee
  • Cleavers’ "decapitate" skill is good to finish off Unhold with 1/4 or 1/3 health left, otherwise better use standard Cleave skill to impose more damage (Mastery is advised)

Webknecht[edit | edit source]

Spider 1.pngSpider 2.pngSpider 3.pngSpider4.pngEggs.png

The Webknecht (DLC) is a large arachnid that lives in sizable colonies in the dark areas of forests throughout the world of Battle Brothers. It’s there that they spin their webs between trees to trap anything from bird to deer and between. Unlike most other beasts, Webknechts don’t usually roam a lot, preferring instead to sit in their territory and wait until something unfortunate gets itself caught in one of their nets. Still, they’re known to choose the vicinity of settlements for their home on occasion and threaten the lives of villagers and their livestock.

Webknecht.png Webknecht
Hitpoints
60
Melee Skill
60
Melee Defense
10
Ranged Defense
20
Fatigue
130
Resolve
45
Initiative
150
Action Points
11
Fatigue recovery
20
Experience gain
100
Backstabber Backstabber
Fast Adaptation Fast Adaptation
Pathfinder Pathfinder
Footwork Footwork
Spider3.png Poison
Spider1.png Webknecht Bite
Spider2.png Weave Web

Loot

Chance Chance
60% To Get 1 Item per Kill To Get Bonus Items
60% Inventory webknecht silk.png Gossamer 5% Southern 08.png Webbed Valuables
40% Inventory webknecht poison.png Poison Gland

Skills

Icon Name AP Fatigue Description
Spider2.png
Weave Web 6 25 Weave Web will throw a web on enemies, preventing movement, reducing their attack damage, melee defense and ranged defense and initiative by 50% (has a cooldown of 3 turns)
Spider1.png
Webknecht Bite 6 10 Webknecht Bite does 20-40 Damage with 70% Armor Damage and 30% Direct Damage
Spider3.png
Webknecht Poison Webknecht Poison will add the Spider3.png poison status to any target that takes at least 6 Hitpoints damage from Webknecht.png Webknecht (the poison does 5 Hitpoints damage at the end of character's turn)

Strengths

  • Is armored on body (20) and head (20)
  • Webbed targets take 100% more direct damage
  • Can ignore up to 3 height levels when moving
  • Unaffected by Night.png Nighttime debuffs
  • Does 5% more direct dmg after day 25
  • Does 5% more direct dmg, gets +5 Melee Defense and +5 Ranged Defense after day 50

Tactics

  • Since webbed brothers suffer from a huge debuff to nearly all stats (including damage dealt) and the spiders deal hurt through armor to them, you want to remove webs as much as possible.
  • Weapons with AOE that can dispatch multiple small enemies at once (2H hammer, 2H sword, swordlance/warscythe, etc)
  • Brothers with polearm mastery or using jagged pikes are able to attack and clear a webbed brother in the same turn assuming they don't move.
  • Use low-damage brothers to free their AOE heavy-hitter allies from webs before their big attacks
  • Archers, crossbowmen and gunners are effective, if you can protect them
  • Dogs are inconsistent in this fight, use them only if desperate
  • Eventually their morale will break from their massive losses
Spider 02 orientation.png Spider Eggs
Hitpoints
20
Melee Defense
−50
Ranged Defense
0
Experience gain
0
Perk 32.png Resistant to Ranged Attacks

Skills

Icon Name AP Fatigue Description
Perk 32.png
Resistant to Ranged Attacks Resistant to Ranged Attacks reduces damage from: bows to 10%; javelins and fire lances' ignite to 25%; crossbows, slings and handgonnes to 33%; other piercing attacks to 50%

Strengths

  • Is immune to stun, bleed, poison and knockback
  • Unaffected by Night.png Nighttime debuffs
  • Mindless (has no resolve checks)
  • Can be destroyed by 1-2 shots from Heavy Crossbow
  • Can spawn up to 3 webknechts (every 1 to 2 turns)
  • The spawned webknechts look tiny, don't drop any loot and only grant 50% of their usual Experience

Ijirok[edit | edit source]

Ijirok.png

The ijirok is the boss you encounter at the Hunting Ground legendary location.

Thing orientation.png Ijirok
Hitpoints
2000
Melee Skill
90
Melee Defense
15
Ranged Defense
15
Fatigue
400
Resolve
999
Initiative
95
Action Points
9
Fatigue recovery
30
Experience gain
1500
Crippling Strikes Crippling Strikes
Gore Gore
Resilient Resilient
Steel Brow Steel Brow
Stalwart Stalwart
Regeneration Ijirok Regeneration
Spirit Walk Spirit Walk

Loot

Inventory body armor 98.png Armor of the Ijirok Inventory helmet 198.png Helmet of the Ijirok

Skills

Icon Name AP Fatigue Description
Perk 18.png
Stalwart Stalwart gives knockback and grab-immunity
Status effect 79.png
Ijirok Regeneration Ijirok Regeneration will heal for 6% of their max Hitpoints at the start of each turn
Active 167.png
Spirit Walk 3 10 Spirit Walk teleports the ijirok, turns surrounding tiles to snow tiles and chills the brothers next to the teleport (has a range of 1 to 30 tiles)
Active 166.png
Gore 6 20 Gore does 100-130 Damage with 75% Armor Damage, 40% Direct Damage, has knockback and Staggered.png staggers the target on hit (has a range of 3 to 6 tiles (except on turn 1 it has a range of 6 to 10 tiles))

Strengths

  • Has fur on body and head (130)
  • Is immune to root, stun, poison and not affected by injuries
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Overwhelm Overwhelm can be very effective against him
  • Dazing him with a two-handed mace can make him less dangerous

Kraken[edit | edit source]

Noteeth.pngKrakenhead.pngHasteeth.png

The kraken is the boss you encounter at the Stone Pillars legendary location. At first its name will be "Beast of Beasts". After you killed it, you can encounter more krakens (with other names) in the wild.

Kraken 01 orientation.png Kraken
Hitpoints
4400
Melee Skill
999
Melee Defense
−15
Ranged Defense
−15
Fatigue
999
Resolve
100
Initiative
−300
Action Points
9
Fatigue recovery
25
Experience gain
2500
Resilient Resilient Steel Brow Steel Brow Devour Devour

Loot

Chance
100% To Get 3 Items per Kill
100% Inventory kraken plate.png Kraken Plate
100% Inventory kraken plate.png Kraken Plate
100% Inventory kraken tentacle.png Severed Tentacle

Skills

Icon Name AP Fatigue Description
Active 150.png
Devour 6 25 Devour instantly kills the brother if you end your turn next to the mouth

Strengths

  • Is armored (1600)
  • Has no body, only a head
  • Is immune to knockback, grabbing, stun, poison, injuries and nets
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Has no zone of control so you can move freely
  • Destroying a tentacle does 15-190 direct damage to the kraken
  • This damage is reduced by (previously destroyed tentacles - 1) x 5
  • The damage cant be less than 15 tho
  • The kraken becomes enraged if you killed at least 6 tentacles or its Hitpoints are 50% or less
  • Can support up to 8 tentacles, this number goes down to 4 the less Hitpoints the kraken has left
  • You can attack the head with any 2 tile weapon without getting devoured
  • Acid flasks work well against the massive amount of armor

Other Possible Names

  • Beast of Beasts
  • Ogg-Sattoth the Grand Devourer
  • Kha-Athlu the All-Ender
  • Shaggaruth the Unending
  • Gla-Oth the Endless Maw
  • Gu-Shogg the Thousand-Armed Thresher
  • Chtan-Nahitil the Gorger of All
  • Xa-Shutar the Eater of Worlds
  • Thohochoth the All-Ender
  • Naccorath the Eternal
  • Xapocathlu the All-Reaching
Kraken 02 orientation.png Irrlicht
Hitpoints
300
Melee Skill
80
Melee Defense
25
Ranged Defense
25
Fatigue
999
Resolve
60
Initiative
100
Action Points
9
Fatigue recovery
25
Experience gain
200
Fearsome Fearsome
Bite Bite
Underdog Underdog
Resilient Resilient
Steel Brow Steel Brow
Move Tentacle Move Tentacle
Ensnare Ensnare

Skills

Icon Name AP Fatigue Description
Active 149.png
Move Tentacle 4 1 Move Tentacle teleports the tentacle to another tile (has a range of 8 tiles)
Active 146.png
Bite 5 10 Bite does 70-110 Damage with 100% Armor Damage, 50% Direct Damage and inflicts 5 Bleeding.png bleeding damage each turn for 2 turns (Caused by losing at least 6 Hitpoints and has a range of 2 tiles)
Active 147.png
Ensnare 5 10 Ensnare: You are rooted, can't move, unable to use skills and are dragged towards its maw - You can be dragged by up to 6 tiles - Your chance to break free is your Melee Skill + 10 for each previous try - You also lose 10 Hitpoints at the end of your turn - You have -100 Initiative while you are rooted - Removing the ensnare will damage the tentacle (has a range of 2 tiles)

Strengths

  • Mindless (has no resolve checks)
  • Is immune to knockback, grabbing, poison, injuries and disarm
  • Unaffected by Night.png Nighttime debuffs

Tactics

  • Has no zone of control so you can move freely
  • Bite (10 fatigue) can only be used by tentacles that show their teeth
  • Can be stunned
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