Armored Princess Boss Analysis

The general mechanics of Bosses haven't really changed in Armored Princess. Every Boss summons minions, but in The Legend only Baby's First Boss didn't, so this isn't some massive shift in concept. So no using Rage moves, Bosses have infinite retaliations, etc.

White Kraken

A boss new to Orcs on the March, somewhat counterintuitively the White Kraken is actually going to be the earliest Boss you fight in pretty much any run. It's very much the blue Kraken from The Legend, with only two substantive changes. As such, I'm not going to rattle off the whole shebang of its moveset, because it's just what I described in The Legend's Boss Analysis post.

The first of these changes is that, in deference to how much earlier in Armored Princess the White Kraken is than the blue Kraken was in The Legend, its stats are far lower and so too are its summon quantities initially lower. The second of these changes is that when it spawns Devilfish, it can actually also spawn Pirate Ghosts, in any combination of 2 of one or the other or 1 of each.

The introduction of Pirate Ghosts is a huge shift in the dynamic of the fight, making it much harder, as Pirate Ghosts and Devilfish are surprisingly complimentary enemies. Paladins are one of the only units with decent Physical and Magical resistance, and their Physical damage is strongly resisted by Pirate Ghosts. (Admittedly partially offset by their damage bonus against Demons and Undead) Your few Fire damage units will fare well against Pirate Ghosts, but poorly against Devilfish. Psychological effects like Fear and Sleep work fine on Devilfish, but are worthless against Pirate Ghosts. Etc. It also adds a new element of luck to the fight: if you're leaning heavy on Magic damage units (Since they do extra damage to Pirate Ghosts and aren't resisted by Devilfish or the White Kraken), having the White Kraken stubbornly spawning Devilfish instead will be hurting your effectiveness compared to if it was summoning Pirate Ghosts reasonably often.

This all can make the fight interesting, and yet also can make it very frustrating. Thankfully, the fact that it's placed much earlier in the game makes it a far more manageable fight in and of itself, as you only need a few level-ups/gear improvements/etc to pull substantially ahead of it in power. If you get tired of messing around with the White Kraken, hoping for the stars to align and let you win when you're a little underpowered, it's not so hard to go wandering elsewhere and come back when you're much more powerful.

This requires the caveat that Armored Princess' early game can actually be fairly difficult to get through without constantly running out of Gold and so on, and the White Kraken is early enough you'll very possibly still be in what I tend to call 'Bolo Hell'. It's not until Montero or so that the game opens up enough for you to be reasonably consistently able to ignore hard fights until they're easy fights, like you could very consistently do in The Legend up until quite late in the game.

Giant Toad

The Giant Toad is noticeably Poison-resistant, and has the usual ridiculously high Initiative found on most Bosses that ensures it always goes first.

It has four-ish actions.

1: Poison spit, hitting all your units for decent damage. No friendly fire risk. It will almost always open the battle with this, so if your army is too weak to cope with it shaving off a chunk all at once, you should basically write off this fight until later.

2: Spawn three snake stacks in random open tiles. This can be any mixture of Snakes, Swamp Snakes, or Royal Snakes, though I think Royal Snakes are the least common. As with prior Boss summons, these snakes don't get a turn until next round and fully count as summons in every respect.

3: Hop to a new location, accomplishing nothing else with its turn. I'm reasonably confident it decides to do this at Health checkpoints, and it looks to me to be about every 25% Health lost. (So at 75%, 50%, and 25% Health)

4: Physical attack. This can be a bite with its head against one target, or it can slap its foot down onto two tiles at once. This set of attacks is its retaliations, and as with The Legend's Giant Turtle and Giant Spider, it will retaliate with a bite if you target its head and with the foot attack if you target a given foot. No friendly fire risk.

The Giant Toad is surprisingly brutal, in part due to its tiny, unusually-shaped battlefield making it very difficult to really make safe use of ranged units. You're usually better off leaning heavily on melee units (Preferably No Retaliation) or pseudo-ranged units that can lob ranged/no Retaliation Talents even with an enemy adjacent to them. Royal Snakes are, perhaps ironically, one of the better options available due to their extreme Poison resistance, ability to strike without provoking the Giant Toad, and mild Physical resistance, but Orc Veterans also perform well (Savage Attack and Cunning both allow them to dish out tons of damage without provoking retaliations), Royal Thorns can be surprisingly useful if you're willing to Teleport them into a corner or something, Black Knights have a useful set of resistances and benefit from rapidly building their Damage and crit chance as they chop down summoned snakes, Assassins can use Murder to help clear out summons one time in the early stages of the fight -or potentially multiple times if you're careful with Turn Back Time- and Goblin Shaman are good just as in any Boss fight simply for their ability to wear away the Giant Toad's resistances with each ranged attack.

Overall though the Giant Toad is surprisingly difficult to produce a good lineup against, making it one of the more challenging Bosses of the game if you're not going to try to simply level on past it. Which, incidentally, is moderately difficult since it is placed late enough in the game there's not a ton of room to level past it with. Fortunately it's not actually mandatory to fight, defeating it is just an option for getting a Stone of Teana.

It's also obviously one Boss you shouldn't be summoning a Dragon of Chaos against, as it will kill it entirely incidentally with the poison spit attack. This is unusual, as the Dragon of Chaos is normally a pretty decent tool for grabbing Boss attention at relatively low cost to yourself, especially if you've gotten to Infernal Dragons to thus have the Talent for a no-retaliation hit.

The Driller

The Driller is a very unusual fight, though unfortunately it's not actually that interesting of one.

You're fighting it on a long bridge, and initially it has surprisingly low Health for a Boss -but when you knock its Health down to 1 (It won't go below 1, and in fact the game has the strange feature of capping the reported damage-on-hit to whatever would leave it with 1 Health, even though the game is normally fine with reporting damage in vast excess of whatever the target's Health was before you reduced it to a smear) it will promptly back up several tiles and switch to a new, much larger Health meter. This happens twice, and then the fourth time you kill it is when it dies 'for real'.

Its Initiative is actually quite low, such that the majority of units will go before it does. I think it's something like 2 or 3.

It can do 4-ish things, not counting the retreat behavior, which is not actually an action it chooses to take, but rather autonomously occurs out-of-turn-order when it's reduced to 1 Health.

1: Spawn a single stack of Guard Droids or Repair Droids. They exit from the 'mouth' on the belly of the machine and fly to an unoccupied nearby tile. They prefer to land adjacent to the Driller itself, but if you've blocked all those tiles they'll just fly a little bit away to land. (Even the Guard Droids do this, even though they don't fly in normal play) Notably, the Repair Droids can actually repair the Driller with their Talent.

2: Fire a machine gun down an entire lane for massive Physical damage. When I say 'massive' I mean 'you can probably assume the stacks are gone'. Naturally, this absurd gun has no friendly fire.

3: Melee attack with either its drill arm (Its left) or its spinny claw thing. (Its right) Either way, this does Physical damage in an area: the drill arm will hit two tiles in front of the Driller on its left side, while the spinny claw thing will strike a triangle of three tiles, two of which are adjacent to it and one of which is one out. As is usual with Bosses, these two attacks are its melee retaliation options, and it will use whichever one is appropriate to its attackers location, but it will also use them of its own volition if one of your troops is in reach. Curiously, as far as I can tell it doesn't actually 'see' the full strike zone of the spinny claw thing; I've only ever seen it use it on units directly adjacent to it, and in fact I spent a while unaware this attack actually struck a third tile because of this behavioral oddity. As usual, these attacks have no friendly-fire risk.

4: After a retreat, the Driller can slam its arms on the ground (In spite of the way it's animated, this can't hurt units in front of it), causing a cave-in that renders permanently impassible the two rows of tiles in your back. Any stacks in these tiles are instantly killed without even a damage announcement, and it's impossible to Resurrect them or the like. It can do this once for each retreat, and they don't 'stack'. (ie if you force it to retreat twice, it can cause a cave-in twice, rather than blocking the last four rows in one move)

Now, on the face of it the Driller sounds pretty scary, but... if you trigger a retreat before it actually did anything, it doesn't take its turn at all and has to wait until next round. I'm pretty sure that in mechanical terms you're actually killing four separate Driller units, with the later ones spawned in, hence the lack of turns. Regardless, though, this severely hampers the Driller, especially in conjunction with the fact that usually its first choice after a retreat is to cause a cave-in. If your force is actually adequate to take on the Driller at all, the usual outcome is

retreats->cave-in->retreats->cave-in->makes an attack->retreats->cave-in->makes an attack->makes an attack->dies

If you're making sure to keep your forces ahead of the cave-in (Which isn't hard: so long as you're not using base-Speed Royal Thorns or something, just have ranged attackers move a tile forward and attack each turn, if not faster), the overall result is that the battle will probably take ten-ish turns, and the Driller will spend 6 of those turns not doing anything actually threatening. Worse, once you're aware of this behavior, you can deliberately take even more advantage of it: say your forces are actually lethal enough to force it to retreat twice on the first turn, but instead you bring it close to its second retreat and then force the retreat on the second turn, giving it even less opportunity to do anything threatening.

The Driller arguably makes up for it by being obnoxiously lethal when it does get a chance to attack (In particular, it seems to far prefer the machine gun attack to its weaker melee attacks), but it's still not really a difficult Boss. Indeed, I've personally never seen it summon droids in a 'real' fight in Armored Princess (I've let it summon Droids, just to confirm it's a real thing), and so the only reason I'm mentioning that Repair Droids can heal it is because it's explicitly listed in the in-game description. I've never actually seen it happen myself, because the opportunity never arrives.

I do like how it gets animated, at least. Even its death animation is enjoyable. The trio of mischievous Gremlins half-cooperating-half-competing for control have a lot of personality for being vague furry humanoids with nasty grins. In some sense the Driller is what I'd like every Boss to be: memorable and interesting opponents.

It's just hampered by how lackluster its actual gameplay is.

The annoying thing is that its tremendous lethality means the issue I brought up in The Legend -that generally either a Boss is a joke or it kills you- is actually even more exaggerated. I mean, it's at least nice to not spend seventeen turns thinking I'm gonna win and having it dawn on me around turn twenty that I can't actually win, but it's still just bizarre how you'll either be utterly slaughtered by it or it won't get to do much of anything before it goes down. Neither of these is an actually engaging scenario to play.

By extension, there's not a lot to say about unit recommendations. You should bias your forces toward ranged combat, but the details aren't that important. It really is just that easy to kill.

Giant Spider

As with the White Kraken, I'm not going to do a full writeup on the Giant Spider, as its core behavior is still identical to The Legend. What's different is:

-When it summons spiders, this is a randomized mixture of all spider types. (Venomous Spiders, Cave Spiders, Undead Spiders, and Fire Spiders) Fire Spiders seem to be least common, generally only getting one stack per spawn at most, but it's genuinely quite random.

-Now the summons immediately get a turn, instead of having to wait a round.

-The Giant Spider has gained a new retaliation it uses when struck by ranged attacks: no matter where the unit is, it becomes encased with webbing for two turns. If the webbing is not Dispelled, the unit will completely miss its next two turns. Note that many ranged Talents will be retaliated against in this way, too. Also note this retaliation is also unlimited per turn.

Where The Legend's Giant Spider was a bad joke, Armored Princess' Giant Spider is actually tremendously frustrating. Since ranged units are nearly worthless (Only able to fire one turn out of three if you're not Dispelling them? When you can only sustainably cast one Dispel a turn? Yikes), you have to rely on melee units, preferably No Retaliation melee so it doesn't chew through your forces with its melee retaliations. This basically demands a specialized anti-Giant Spider army just for it, and there's not that many good options. Any melee attack that strikes multiple targets is a way around its retaliations (eg Cerberi that target an adjacent spider, Orc Chieftains hitting with their shockwave by targeting an adjacent spider, etc) as well, but other than that and standard No Retaliation, there's not a ton of options here.

Thankfully, it's entirely optional. There's a sidequest that requires beating it, but the rewards aren't huge, so you can ignore it or at least put it off until you're really powerful. If you were forced to fight it, that would be awful, unfun, unfair nonsense.


That's next game.


Gremlion has fairly heavy Magic resistance, and no other resistances to my awareness. As is typical of Bosses, its Initiative is so high you can basically assume it goes first. It has three actions.

1: Spawn a Gremlin Tower. It can be Friendly or Evil. Gremlion defaults to trying to place it in the center of the battlefield, but if the center is occupied already he'll place it semi-randomly in a different location. I think he can actually only place up to 5 at once, but it's possible he can place even more than that and I've just not seen him do it. The Gremlin Tower won't get a turn until the next round. Note that the scaling-over-time effect with Boss summons actually does apply to Gremlion's Gremlin Towers; the Towers he sets at the beginning of the fight will have less max Health than the ones he sets ten turns into the fight, which will have less max Health than the ones he sets twenty turns into the fight, etc. In the case of Friendly Gremlins, this in turn means the ones placed later will spawn more units at a time, themselves. I haven't noticed any other scaling factor, though. (ie I haven't noticed Evil Gremlins doing more damage if placed later)

2: Hit all your units for high Magic damage. No friendly fire.

3: Punch three tiles for Physical damage. No friendly fire. Gremlion can use either fist, each one hitting one side but also catching the tile at his front. As usual, this is his retaliation when struck in melee, and he'll use whichever fist is appropriate to the side he was attacked on. If you attack him from in front, he defaults to using his left fist, though he'll use his right fist if you've got another unit on his right and not on his left. So basically, don't put anything right in front of him.

Unusually, Gremlion seems to strongly prefer placing Gremlin Towers, with the occasional use of the Magic mass attack. (I haven't tested it extensively, but I think he might actually be scripted to use the Magic attack every 5 turns or something of the sort) Even when you have units in front of him, he'll almost never throw a punch other than as a retaliation. As such, Gremlion is unusually passive for a Boss, relying almost exclusively on his summoned Gremlin Towers to hurt you... other than the periodic Magic burst, of course.

Since Gremlion's summons are also placed in an unusually predictable manner, a ranged-heavy strategy is especially effective relative to most Bosses, as you don't have to worry about summons dropping into positions that pin your ranged units. Obviously, Catapults and Cannoneers are some of your better choices since they'll rip apart Gremlin Towers so readily, but basically any ranged attacker that doesn't do Magic damage is a good choice for fighting Gremlion with. Magic resistance is also valuable to minimize the consequences of his ranged attack, but you shouldn't really try to prioritize it; with the exception of Black Dragons (Who are okay-ish for helping suppress the Gremlin Towers, but will die fairly quickly if you try to have them melee Gremlion himself), units generally only have mild Magic resistance or they do Magic damage themselves. On the flipside, Droids are a poor choice for this fight, since Gremlion will get free bonus damage on them, compounded by Evil Gremlins being fond of Lightning.

Overall though Gremlion is a relatively easy fight. A fun easy, unlike the Driller's boring easy, but still easy enough you can largely do what you want and probably win anyway, so long as you're not bringing in Magic damage units. Which is good, because he's placed very late in the game, giving you little ability to try to level past him if you're struggling, and he's absolutely mandatory to defeat.


K'tahu is noticeably resistant to Poison. As is typical of Bosses, his Initiative is so high you can basically assume he's going first.

He has 4-ish actions.

1: A Poison spit attack that hits all your units. No friendly fire risk. I'm not sure if it's about Level or Defense or both, but the attack's damage varies to a surprising extent based on target, and it also has a surprisingly wide damage range. Memorably, I had one battle where it always killed at least 80% of my Faun stack, and sometimes killed them outright, while my Ents were only taking something like 5-10% losses from the hit. 

2: Spawning around a half-dozen Lizardmen stacks in random open tiles. I've never seen Gobots, Adult Gobots, or Chosha, but all other Lizardmen seem to be fair game. Notably, whatever Lizardmen are spawned immediately get their turn, and since Lizardmen include some fairly high Initiative units (Gorguls, in particular) you may well find your force being jumped before they get a chance to do anything. Otherwise the mechanics are typical of Boss summons. (Scaling over time, treated as summons, etc)

3: Moving to a different location. The only interesting thing about this is that the initial portion of the animation resembles the Lizardmen-spawning move's animation, and so you may spend a second misunderstanding what is happening. This is a turn-based game, though, so it doesn't really matter.

4: Slamming a fist down for Physical damage. No friendly fire risk. This works much like Gremlion's punches, in that he has a left and a right that both hit the tile directly in front of him in addition to their respective sides, but with a twist: the right-front tile (relative to K'tahu) is completely safe. If a unit attacks from that position, it will still provoke a retaliation (Which matters because it can hit your other units), but it cannot be hit by K'tahu's slams. It also can't be caught in retaliations caused by other units, nor by K'tahu choosing to make a melee attack on his own turn -and he will sometimes stupidly try to slam his fist down if you have a unit in that position.

K'tahu's battlefield is much larger and more open than the Giant Toad's, but in general terms similar units are useful. Focusing on ranged units is usually better than with the Giant Toad, though, as melee units will struggle to keep up with K'tahu when he chooses to swim elsewhere whereas ranged units can not only easily keep slamming him with damage but also unlike with the Giant Toad they'll almost always be able to step out of the reach of summons to keep performing ranged attacks. Unlike the Giant Toad, K'tahu strongly prefers to open the fight with summoning, and only occasionally will he open the fight with the poison spit attack.

Amusingly (Maybe even appropriately?), Lizardmen are actually some of your better units for fighting K'tahu. Gorguls and Gorguanas can clean up his initially-weak summons via Bloodlust and Gorguls in particular can occasionally arrange to spear K'tahu through a summon, Tirexes can actually take advantage of their roaring Talent to instantly clear out the summons toward the beginning of the fight, Brontors shrug off his poison attack and can consistently contribute effectively even before you consider Teleport support... Chosha are more debatable, as you're risking the Gobot stacks being incidentally wiped out by the poison spit attack and the Chosha can't attack K'tahu directly unless you're providing Teleport support, Hayterants are dubious to use since their egg is at high risk of being destroyed before it hatches (And certainly somewhere in the chain of summons the egg will be smashed), and bringing Gobots directly into the fight is just going to get them killed, but it's still nice to have a fight Lizardmen are fairly strong in. It helps that they uniformly have some Poison resistance, for one.

Black Knights are another very good option, able to shrug off a shocking number of poison spit hits while actually scaling up their damage as they clean up summons, and once Rising Anger gets going they're shockingly lethal. It can be a little bit of a pain to keep them in reach of K'tahu, but he doesn't move about too often so feeling obliged to use Teleport support isn't necessary overly burdensome. Ents are surprisingly effective at contributing damage at range with their Talent, and can pass the alternating turns by smacking the summons, Cyclops are a nice choice due to the large battlefield making their infinite range particularly relevant plus they're Poison resistant plus they're perfectly capable of fending for themselves in melee with the summons, and unusually this is one fight Giants are perhaps justifiable to use in as K'tahu summons an unusually large number of stacks, making Earthquake disproportionately effective.

K'tahu is broadly comparable to Gremlion, except more challenging; he's placed about as late in the game, killing him is mandatory to beating the game, and ranged-heavy forces tend to be the go-to option. The gap in his melee coverage makes it easier to justify using a melee unit, and in fact if you feel like using one that lacks No Retaliation that's not much of a flaw against K'tahu, you just need to account for him moving about as an issue. (Though obviously more than one melee unit is questionable)

Only the final Boss is more likely to stonewall you such that you need to overhaul your force composition, rejigger your equipped Items, etc, as it's quite likely you'll have killed nearly everything in the entire world by the time you've unlocked K'tahu, especially if you're on your first run and don't know where to find him/are being thorough about clearing stuff out for levels and other goodies. That said, K'tahu isn't that hard, he's mostly just weirdly punishing to certain unit types. Another example of the huge variability of his poison spit's damage was that one time I fought him with an all-Undead army that included Black Knights and Skeleton Archers; the Skeleton Archers were taking about 40% casualties, while the Black Knights were losing maybe 1 member at a time in a stack that began the fight with over 130 members. Don't be afraid to swap out a unit type if it's suffering tremendous casualties from his poison spit.


Baal is substantially Fire-resistant, and as is typical of Bosses is basically guaranteed to go first. Irritatingly, even though he's clearly meant to be a Demon, he's not actually susceptible to Exorcism, and indeed as far as I'm aware anti-Demon effects of any kind don't apply to him. (eg Priests, Inquisitors, and Paladins don't do bonus damage) The most significant/obnoxious manifestation of this is that Demonoligists hit him with Fire damage instead of Magic damage and thus do garbage damage when they really ought to do good damage to him, making them a surprisingly terrible choice for a fight you'd intuitively expect them to excel in. (Compounded by the fact that their Fire resistance doesn't actually help against him...)

He has 3 'proper' turn-using actions.

1: An Astral shockwave (It's animated as fire, but it's not Fire damage) that hits all your units, shoves them one tile back, and attempts to spawn Demons-the-species in every tile adjacent to Baal. No friendly fire risk. If a unit was occupying the tile when this attack started, no Demon will spawn in that tile even if the unit in the way was shoved out of the way. Any Demon type can be spawned by this attack. (Including Executioners if you're playing Orcs on the March) The resulting Demons won't actually get a turn until next round. They play by standard Boss summon rules otherwise. (Scales over time, is genuinely a summon, etc)

2: Baal hurls his sword out, and it hits three different random targets for massive Astral damage. No friendly fire risk. A curious quirk of this move is that it can attempt to target a Gizmo, wasting one of its swings (The Gizmo is unaffected), though I've never seen it do this more than once per launch. On the other hand, it seems to strongly prioritize targeting a Gizmo if there's one on the field. As such, Gizmo can be (ab)used to make this attack 33% less effective on a consistent basis. Which is good, as this is his default attack.

3: Baal strikes with his sword in a tile directly adjacent to him, and also hits the tile directly behind that tile (From his perspective), for Physical damage. This is Baal's retaliation move, naturally.

Additionally, Baal has a special fourth action he'll do on top of his normal turn. I've only ever seen him do this after throwing his sword out to hit three targets, but it's possible that's not an actual limitation. In any event, three tiles are sectioned off by a brief flare of fire, with nothing happening immediately: on the following turn, before anything else happens, the three tiles in question will rise into the air, taking away anything on them. (ie killing them instantly) Even Gizmos can be lost to this effect. It has a predetermined order: Baal will always remove three tiles from the middle-back, then three from the left-back (From the player's perspective), and then three from the right-back. (If he can remove more tiles than those three clusters, I've never seen it happen) As such, there's a strong element of predictability.

There's normally one other wrinkle to the fight: you have an ally! (If you're playing Champion of the Arena, you fight alone, hence my 'normally' comment) This ally has a full five unit slots whose Leadership is scaled to yours, casts a Spell each turn the instant one of his units gets a turn with no Mana limitations on his part (He's particularly fond of using Fit of Energy on one of your units, as well as mass-Blessing your units and his), and in general is pretty cool, his units being represented as Team Green. As you might infer from my reference to their mass-Blessing, these green units are in many ways treated as your units: you can target them with any affect that targets allies, and if you cast a mass-cast boosting effect, it will apply to all of his units in addition to yours. (Unfortunately, this isn't very useful on your end, as the big one worth considering is the one he'll be casting for free) They even benefit from your gear boosts!

On the other hand, his AI is atrocious. His ranged units seem to try to stand in the spaces Baal will remove from the battlefield, with Teleport being your only way to rescue them from their own stupidity, and his melee units seem equally dedicated to ensuring that Baal's melee retaliations will strike two units. I'm not exaggerating for comedic effect or something here, I really do mean that every single time one of his melee units had the option of attacking from a position that would catch one of his or one of my units in a retaliation, or choosing to attack from a position that didn't unnecessarily net Baal more damage, they always picked the option that made the battle harder. No exceptions. The ranged units at least seem to be functioning more on general ranged AI trying to stay away from hostiles, with it just being the case that Baal happens to target the furthest-away sections of the battlefield for removal, and also happens to go after your ally's corner before your corner, but the melee AI I can't explain the consistency in their behavior without assuming the AI is actively seeking this bad result.

It's incredibly frustrating, because it means your ally borders into being more hindrance than help, and even if that weren't true the difficulty is obviously tuned under the idea that you've got their help, which is a problem since their 'help' is so incompetent/harmful. I found Baal fairly easy in Champion of the Arena no matter my class, and nightmarishly difficult in Orcs on the March, which is crazy because Champion of the Arena uses the base unit/Spell/etc list, meaning that eg my Orcs on the March Mage had Black Hole to make the fight way more manageable, while the Champion of the Arena Mage had no tools for trivially doing away with the summons while adding massive damage to the Boss to boot.


This is actually one fight Gorguls tend to shine in. When Baal summons a bunch of Demons, 3 of the stacks will always be placed where your Gorguls can stab right through them to get free damage on him, and they start out tiny enough that the Gorguls will usually be able to one-shot the stack up until the later stages of the fight, giving the Gorguls a chance for Bloodlust to trigger. This is obviously a bit luck-based, but if you don't mind that it's pretty cool. It's probably not worth bringing along Gorguanas for Whisper of K'tahu, though, as their damage contribution will be poor and it's not like you can Mark of Blood Baal.

Generally speaking though you should be prioritizing using ranged units, and any melee units you bring should ideally have capabilities like how Orc Chieftains can strike Baal for damage by targeting and thus wiping out one of his summons. Red Dragons and Black Dragons technically fall under this list, but their Fire damage makes them nearly worthless, and their Fire Immunity doesn't actually help much.

Goblin Shaman are unusually helpful in this fight since they also benefit your ally's troops, though it's not as dramatic as you might hope.

... it's honestly genuinely a struggle to come up with units that could be said to be good against Baal, just due to the obnoxious quality of him doing Astral damage on two of his three attacks, both of which hit multiple targets at once and which you have little influence over.

In spite of what you might expect, the Dragon of Chaos isn't very useful again Baal. He's extremely consistent about trying to sword it to death with his Physical attack, he significantly partially resists its own attacks as do all his summons, and it can't really contribute without being in his melee strike range. Other summons aren't much better off; he seems to have a strong preference for targeting them with his sword-tossing attack, and even with Orcs on the March Intellect scaling from an end-game Mage he's prone to one-shotting eg your Ancient Phoenix. 

It's arguably appropriate that Baal is such a pain to find a good strategy against, as he is the final fight of the entire game. It would be pretty disappointing if he was a joke. (ie if he was The Legend's final fight) On the other hand, it can be fairly frustrating to have gotten all the way to the end of the game and find yourself struggling so much you end up wondering if you botched your Skill choices or otherwise made mistakes that could only be corrected by starting the entire game over.

I'm not terribly fond of Baal as a Boss fight, overall, is what I'm saying. He's mostly 'difficult' through sheer brute force you can't really play around, meaning that there's little in the way of rewards for playing well.

This is the low point of the series for final fights, as it happens, and I'm glad what came after is better.


Next time, we wrap things up with the Companions of Armored Princess, aside one bonus update.


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