Forming your political party in Darkest Dungeon 2 is the most of import conclusion you'll make on every run. With new character classes joining some favorites from the original, y'all'll want to know what each hero brings to the tabular array earlier you send them to their likely demise. Choosing the right party members could hateful the deviation between victory and defeat.

Please conduct in heed, the below information is based on the early access version of the game and that this content may exist discipline to check in the hereafter.

Grave Robber

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The Grave Robber is a versatile utility hero who is best at ranged gainsay early in the adventure, but she tin can learn some melee skills downward the road as needed. Using her Poisonous substance Dart, she can deal damage over fourth dimension which tin be essential for wearing downwards tougher enemies so your heavy hitters can strike the killing blow. Her Flashing Daggers can finish off up to two weakened enemies at once, and once she learns Dead of Night she can articulate out corpses and grant herself Stealth at the same time, which can be crucial for enemies like the Viscount.

If she needs to recover HP, she can have a sip of Absinthe to heal and gain Dodge at the same time! If you prefer your Grave Robber to mix it upwards in melee, she can lunge to the front, follow up with Pirouette on her next plow to potentially daze the front ii enemies, and then Shadow Fade back to the rear of the party and enter Stealth.

While in Stealh, an experience Grave Robber could use Repartee to proceeds Dodge and Taunt her enemies, forcing them to brand attacks against her which will probable miss. To top it all off, she is adequately resistant to debuffs, but y'all should still lookout man out for harm-over-fourth dimension effects - particularly disease, which the Grave Robber is susceptible to thanks to her unsanitary line of piece of work.

Plague Md

Darkest Dungeon 2 Plague Doctor

Mutual RPG wisdom says to always bring a healer, and the masked Plague Doctor is the woman for the task in Darkest Dungeon 2 - she fifty-fifty has some tricks that only the pros know virtually. She'll want to stay at the dorsum of the party where she can lob her Noxious Blasts and Blinding Gases safely. If you're facing enemies that use Burn down, Bleed or Blight, her first action should be Ounce of Prevention, which will increment the unabridged political party's resistance to those status effects. As an added bonus, if she's mastered the skill she will also reduce the party'southward stress.

The Plague Doc's master healing ability, Battlefield Medicine, can only be used if a party member is suffering a damage-over-time effect or if they accept less than one-half of their hit points remaining. These conditions will be met more than ofttimes than you'd like, so be aware that the doc can only employ this skill three times per battle. The upgraded version, Indiscriminate Science, nevertheless has a hitting point requirement but heals based on the number of positive tokens the target has.

As the Plague Doctor unlocks new abilities, she gains more buffs for her allies like Emboldening Vapors, which increases a single hero's Forcefulness, as well equally disrupting attacks similar Disorienting Blast which causes an enemy to stagger to unlike positions in their lineup. An offensively-minded Plague Doctor can employ Cause of Death to deal considerable damage to an enemy that is suffering Drain, Blight, or Burn. If caught in the open, the Plague Doctor can utilize Incision to make a melee attack and inflict Drain from anywhere but the very back of the party. The Plague Md is especially resistant to Blight and Disease, only is easily stunned or moved.

Highwayman

Art of the Highwayman from Darkest Dungeon 2

The Highwayman is a versatile damage dealer. He'south able to concur his own in melee but he shines at mid-range where he can bring his devastating pistol to conduct. His Take Aim and Tracking Shot skills, which are available from the first, allow him to make sure he and his allies tin can hit glace foes. When the time comes to attack, the Highwayman can use Duelist's Accelerate to move towards the forepart and activate a Riposte, allowing him to strike back at enemies that set on him.

Every bit he gains new skills, he can apply Point-Blank Shot to damage the frontmost enemy, then fade back to the second row where he's more comfortable. If an enemy has lots of positive tokens such as Dodge activated, the Highwayman tin remove them with Highway Robbery. If you want your Highwayman to stay at range and fire his pistol, be sure to requite him Grapeshot Blast which targets the two front enemies.

If you adopt a melee build, Double Cross gives the Highwayman Guard and applies Vulnerable to the target, increasing the harm it takes from the side by side hit past 50%. Once the Highwayman learns Open up Vein, you tin safely swap it for Wicked Slice since it does the same affair simply applies Bleed (albeit with a two-turn cooldown). The Highwayman is resistant to Bleed and Move furnishings, merely is susceptible to Debuffs.

Human at Arms

Darkest Dungeon 2 Man At Arms

The Man at Arms is your party'due south defensive powerhouse. His task is to go on the other heroes live by giving them defensive buffs and taking the brunt of the enemy'due south attack himself. His Bolster and Defender skills both give him Block, which halves the damage from the next incoming set on; Eternalize likewise removes Vulnerable from teammates, while Defender allows the Man at Arms to take hits meant for a chosen marry. Since smart enemies will try to push button the Man at Arms to the rear, having Hold the Line bachelor allows him to return to the front rank, damaging the frontmost enemy every bit he does so. Alternately, he can utilise Rampart to move forward one position while damaging and Dazing and enemy, who is also knocked dorsum.

Every bit his story progresses, the Man at Arms can Blare, immigration any enemy Riposts and reducing all of their Speed stats by iii. With Retribution, the Man at Artillery Taunts the enemy and sets upwards a Riposte of his ain. Follow this upward with Stand Fast, and your Human being at Arms will also proceeds two stacks of Block, making him a fearsome tank! If the battle is winding down, the Human being at Arms can use Courageous Carelessness to shed those Block and Guarded tokens in return for dealing a mighty accident to the frontmost enemy. Be warned, nonetheless, that doing then makes the Human being at Arms Vulnerable.

Command is great in combination with a harm-dealing hero, as it can boost their Strength and remove Blind if need exist. Alternately, he can use Strategic Withdrawal to motility dorsum ane rank, potentially setting upwardly a Philharmonic depending on who takes his identify at the front. The ultimate tough guy, the Man at Arms has a massive l percent Stun resistance, and is tough to move too. Picket out for enemies that can utilise Debuffs though, as they can easily sap the hero's stats.

Hellion

The blood-soaked Hellion returns from the original game for more carnage, able to deal impairment effectively from almost anywhere in the lineup. Like most melee Heroes, she can chop up enemies in the front with her Wicked Hack, merely her Atomic number 26 Swan ability targets the rearmost foe, making it great for clearing out squishy support units. From the middle ranks, the Hellion tin use If It Bleeds to damage and apply Bleed to enemies who are likewise in the heart.

Since the Hellion's abilities are so position-oriented, her Toe to Toe skill moves her forward 1 rank then Immobilizes her, preventing unwanted movement. In one case she is up front, the Hellion's Barbaric YAWP! volition reduce the damage from the front two enemies' next attacks by half, and remove Stealth from them if they have information technology. Use of this skill tin can salve lives during boss encounters.

Once she'due south been on a few adventures, the Hellion gains some slap-up options. Breakthrough allows her to move forward one rank and deal damage to the first three enemy positions. One time she is at the forepart she tin can deal large amounts of damage with Drain Out. If she gets below i-tertiary of her hit points the Hellion tin use Raucous Revelry to heal and reduce stress. Howling Cease is a very powerful attack that ignores an enemy'due south Block and has a high crit chance.

Be sure to note that many of the Hellion's abilities cause her to become Winded, reducing her speed and damage until the stop of the fight. Bloodlust and Adrenaline Rush are both useful for getting rid of that pesky condition. Beingness a pure impairment dealer, the Hellion isn't particularly resistant to whatever status furnishings, and can exist easily moved when she isn't Immobilized. She as well has trouble resisting Debuffs and Disease.

Delinquent

Darkest-Dungeon-Runaway

The Runaway is new to Darkest Dungeon 2. An active fighter with a penchant for setting fires, she can pump out lots of damage over time. Even her basic melee assail, Searing Strike, applies Burn down to the target. From the rear, her Firefly skill allows her to damage and Burn enemies in the back ranks. If everyone is already on fire, the Runaway tin cause more than havoc with Smokescreen, applying Blind to an enemy and giving it a fifty percent miss risk.

If things go dicey, the Runaway can, well, run away with Run and Hide, moving back ane rank and gaining Stealth. She tin too remove an enemy's Stealth with Hearthlight regardless of where she is in the lineup. After gaining some experience, the Delinquent can position the battlefield to her liking with Ransack, moving herself and an enemy one rank forrad. If yous're facing enemies that inflict Drain, Cauterize removes the effect with no cooldown up to three times per boxing.

If you just desire to set things on burn down, Controlled Fire allows the Runaway to utilize Burn to an enemy regardless of any effects like Dodge, Stealth or Blind while Firestarter allows some other hero to apply Burn with their own attacks. If you want to spread the flames, Backdraft forces an enemy to "share" Burn with the enemy in front of information technology - the remaining turns that the effect would remain in place are divided between the two. Dragonfly attacks and potentially Burns the frontmost two enemies, and moves the Delinquent dorsum ane rank. Unsurprisingly, the Delinquent is herself resistant to Burn down, and is also a little tougher to motion than most. She is easily Debuffed or Diseased, however.

Jester

Darkest Dungeon Jester

A impairment-dealing musician, the Jester buffs his allies and slays his enemies. His basic set on, Razor's Wit, moves him forwards one rank and gives him Contrivance, making it one of the stronger default moves in the game. Its polar opposite is Fade to Black, which moves the Jester dorsum one rank and applies Bullheaded to the target. Using the ii in rapid succession can cause endless headaches for your foes. From the middle ranks, the Piece Off skill allows the Jester to inflict Drain, or it can exist replaced with Harvest afterward on, which targets two enemies for the same effect.

The Jester's songs let him to reposition and vitrify his friends. Battle Ballad moves a fellow hero forward and gives them a 50 percentage harm boost on their next attack. Conversely, Play Out moves an ally back and grants them Block to reduce incoming damage. If the Jester needs to be at the front, Solo rushes him straight at that place, granting him ane stack of Speed and ii stacks of Dodge. Set up a combo after this, and the Jester's Finale will bargain a guaranteed 100% harm earlier sending him to the back of the line Vulnerable and Mazed. While he'due south back there, he tin use Encore to give a friend an additional action, though this will make him Dazed and Weak.

If you lot adopt to pull enemies out of position, Echoing March pulls an enemy forward one rank, then does it again on the target's adjacent turn. Lastly, Inspiring Tune reduces the stress of the political party, so if your heroes are having constant meltdowns you should consider bringing this clown along. The Jester is ane of the few classes with a Debuff resistance, only he is easily moved and susceptible to Disease.

Leper

Used to being an outcast, the Leper is largely self-sufficient. He can handle himself, but also doesn't combo well with other heroes. His bones assail, Chop, tin Blind the Leper when it is used, so it's a terminal-resort assail that needs to be followed up with Reflection to remove Blind and reduce stress. If you don't mind being blinded all the time, replace Chop with Hew as soon equally possible, since it attacks ii enemies instead of i, or Break which ignores Block; both attacks also risk Blinding the Leper. Purge is a much better melee option, pushing an enemy from the front end all the way to the rear or (if it targets a corpse) clearing all enemy corpses.

Being used to suffering, the Leper can use Withstand to gain Taunt and two stacks of Block, as well as increased resistance to Burn down, Bleed, Blight, and force movement. The Leper is also one of the few classes with a self-heal; Solemnity can be used if he is below one-3rd of his hit points, allowing him to both heal and recovers stress. If you're safe from harm and setting up for a big set on, Revenge increases by 50% the next damage the Leper deals and the side by side damage he takes.

When facing a strong opponent, the Leper's Intimidate grants him ii stacks of Taunt and applies Weak to the target enemy. While he's Taunting his foes, information technology might be worth having the Leper use Ruin to gain a twenty% damage boost every fourth dimension he himself takes damage. Despite his frail frame, the Leper is decently resistant to forced motion, only if you demand to be sure he stays put Bash will Immobilize him and deal a petty bit of harm to an enemy. The Leper'south disease-ravaged trunk is extremely susceptible to damage-over-time effects, and then it's worth having options for dealing with those if they come up.

Occultist

The closest affair Darkest Dungeon two has to a spellcaster, the Occultist deals damage at range with eldritch magics he may not fully understand. He's at his best in the back ranks of your squad, casting Deep-sea Arms to sparse out the enemy's rearmost units. With Weakening Curse, he can reduce an enemy's set on by half. If allies still take damage after that, the Occultist tin too heal his allies with Wyrd Reconstruction - at the risk of causing them to Bleed, that is. If he'd rather bring his opponents to the front for the tougher heroes to finish them, the Occultist can utilise Daemon's Pull to drag an enemy forward two positions or to clear corpses.

Once he has unlocked new skills, the Occultist becomes very unsafe. His Vulnerability Hex removes Dodge and applies Vulnerable and can be used on whatever target from any position. His other unlockable abilities all grant or require Unchecked Power, which power up the next skill the Occultist uses. Binding Shadows amercement an enemy while moving the Occultist forward one rank. Malediction tin be used from anywhere and while it does little damage it inflicts Bleed, Blight, or Burn down at random. Chaotic Offering increases the harm of the side by side attack the Occultist makes past 15% only applies a random status effect, positive or negative.

Once he has two stacks of Unchecked Power, the Occultist can unleash either Anamesis, which inflicts Bleed on all enemies, or The Burning Stars which deals high damage with a high crit chance and ignores Cake. To summit it all off, the Occultist is highly resistant to Fire, Disease and Debuffs, though he is susceptible to Stun and to forced movement.

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