- Man at Arms, Highwayman, Grave Robber, Plague Doctor
- Man at Arms, Hellion, Jester, Vestal
- Hellion, whiplasher, runaway, plague doctor
- Man at Arms, Leiper, Highwayman, Vestal
- lepers, whippers, plague doctors, clowns
Darkest Dungeon 2 puts players of the first game back into the fight and takes them on an adventure into the dark and unforgiving world that made the first game so popular. With that, it’s no surprise that the old faces return, enhanced by some new additions this time around.
Not everyone has recovered from the events of the first game yet, but the madness of the world doesn’t wait. So when it comes to assembling a team to fight the looming darkness, who are the adventurers best suited to defeat the horrors yet to come?
Man at Arms, Highwayman, Grave Robber, Plague Doctor
Your starting character and the character you will probably play most often until you find other configurations you enjoy.
This setup is the first configuration for a reason. All of these characters are easy to work with and play their respective roles well. You can easily switch between these characters for others as you unlock more, but keeping this group as your main composition is never a bad idea.
That way, you’ll be able to approach new threats without adding new variables you’re not yet familiar with, and see what each character can do while adapting to your own reflexive playstyle. You can upgrade.
Man at Arms, Hellion, Jester, Vestal
This quartet focuses on the idea of hitting hard and healing hard. The front half is for striking and the back half is for support.
Vestal is best used as a buffing and healing expert, and excels at that. Jesters are your stress healers, helping you with buffs and damage early in combat before stress gets too bad. The Man-at-Arms is the largest tank in the group and can do a lot of damage, so it should be placed first and in the middle.
This gives Hellion the second rank from the front. She’s a solid damage dealer, but she doesn’t have as much health as Man-at-Arms.
Seeing that both Hellions and Man-at-Arms have higher speed can often lead to preemptive strikes and stronger attacks that can end a fight faster. Following these attacks, it is a good strategy to attack with designated rear forces to support the party or mop up the rest if necessary.
Hellion, whiplasher, runaway, plague doctor
An interesting mix of characters that might not seem like the ideal solution to an enemy problem, but each adds something to the mix.
Each of these characters has an affinity for a particular damage type. Hellion can deal bleed damage, Whiplasher and Plague Doctor adapt to plague, and Runaway is pyromaniac. Each of these damage types deals damage over time (DOT), making them ideal for large targets with a large health bar.
Dual Brighter is very useful when you have a high resistance to brights, allowing for massive stacks. That said, you can switch out the plague doctor or whiplasher to other characters to fit the role if you so desire. However, he’s best to keep one to cover all bases, or both to get the point back home.
These DOT damage types aren’t the only advantages. Each of these characters holds their own spot firmly and has many other strengths to offer.
Man at Arms, Leiper, Highwayman, Vestal
This group is aimed at inflicting maximum damage. This is best used when you need to get in and out of an encounter as quickly as possible, as it can cost you enemies you bring into battle.
The Man-At-Arms and Leper are both absolute tanks and should be kept in 1st and 2nd place respectively. Highwayman is a Spot 3 champion, able to hit most, if not all, targets from a favorable position while doing very little damage. Vestal is still designated as a healer, but can be upgraded to deal solid damage from far away from combat.
When using this comp, it’s best to choose your targets wisely and pay attention to exactly the order of progression for each character and enemy. Know who is attacking what on your team and the enemy team. Choosing a primary target to kill first makes it easy to wipe out the rest of the bad guys.
lepers, whippers, plague doctors, clowns
It’s a strong choice for later game fights, especially boss encounters where stress is a key factor. I couldn’t ask for more from a team like this.
The Leper is a solid choice as a main attacker as he cuts through his enemies with his big sword. He and Whiplasher can switch between spots 1 and 2, depending on which upgrades you choose and where their attacks are best used.
You should try to have the ripers and whip attackers bear the brunt of the damage. Whiplash attackers in particular have amazing septic attacks when their health is low enough. A Plague Doctor should be a healer with the ability to cause a plague if the whipping fails, providing damage or buffs as needed.
Jesters should be at the back of the pack, buffing characters as needed and reducing the stress that is sure to come as the battle continues. The focus of both him and the plague doctor should be on his two characters on the front line, especially the whiplasher. Because his health and stress fluctuate greatly with his movements.
Next: Darkest Dungeon: Relatable Things Every Player Can Do