King's Bounty: Dark Side

King's Bounty: Dark Side

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Colossus
By Zlorfik [CH/BY]
This guide features a way how you can achieve a no loss fighting style as Daert with only one stack of troops on the battlefield and still be terribly strong.It is fun to play, fool proof and does rely on some very commonly found spells.

Note: If you do have additional input, I am glad to hear and update it with credit.
   
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The idea
This guide makes use of one stack of units. It doesn't really matter what unit it is as long as it brings the following prerequisites:
  • It has good HP
  • It has decent defense and resistances
  • It has a way to reliably and unendingly replenish its health or not allow to be damaged
What we do then is strengthen our troop with spells so much that no enemy can come against its natural health restorative system. In addition, having only one troop makes it easier to maximise efficiency of it with items.
The spells
Chaos Breath
Chaos breath is our main spell around which this guide is built. It randomly increases stats of the selected stack from Attack down to health. At higher level and more intellect, this can boost your stats ridiculously high.

Divine Armour
Divine Armour increases the resistances of a stack by a good amount. As a sidenote: Resistance penalties like the fire weakness of plant will be eliminated, then resistance added from all items and finally that one from the spell. So a must have for any troop weak to an element.

Time Shift
Increases duration of buffs while decreasing duration of debuffs by a large amount. The distribution, which buffs/debuffs are affected more than the others is random. It is possible to boost duration of a spell by more than 9 rounds even if only 9 are shown. Unfortunately, Chaos Breath is not affected.

Peacefulness
Increases Health by a good deal while reducing damage. In case you have problems with your stack's health and fear losses, use the spell to increase it's health.

Chaos Weapon
Increases the troop's elemental damage by a good percentage. Good for disihing out additional damage.

Other notables:
  • Magic Sping - Limitless Mana
  • Bless - Maximal damage
  • Blur - Evade
  • Stone Skin - Against physical damage
  • Last Hero - Invincible Summons
The units
Generally you can take whatever units you find most fun to play.

Traitor version of Ancient Ent
If you get lucky you will find this beauty once conquering the elves' islands. They are ranked amongst the highest health creatures of all of King's Bounty, good resistances and very strong attacks. As it is a plant, it regenerates 10% of its health at the start of its turn. Given that the health of the troop is boosted beyond the imaginable, 10% regeneration is A LOT. Being level 5 makes it immune to most spells and being a plant too.
++ HP
+ Lvl 5
+ 10% Regeneration
+ Ranged Ability
+ Damage
- Initiative

Royal Thorn

My good old all time favourite unit. While susceptible to mean spells like sheep this unit rocks the garden... errrr battlefield. Also the Royal Thorn can get good health but it depends a bit more on luck. I had it ranging from 1k-8k in late game. Not only is it a good shooter, it can also summon its minion thorns. They are distraction, damage dealers and army enlargement in one. I usually put them under Last Hero spell so they are invincible, let them seed on fallen troops and attack for the rest. Also, the Royal Thorn is a plant, which gives it 10% health regeneration.
++ Summons
+ HP
+ 10% Regeneration
+ Ranged
+ Damage
- Lvl 4
- Initiative

Ancient Vampires
These suckers have an okay-ish health, still boosted to tremendous amounts and they recover full health on the start of their turn. And in case they really suffer a loss, they can either use the recruitment ability or turn into a bat and suck the hell out of people. Note though that during transformation the buffs will disappear.
++ 100% Regeneration
++ Resurrection
+ Critical Evade
+ Initiative
- Lvl 4
- HP
- Damage

Traitor version of Ents
While inferior to the Ancient Ents, they are still a very good unit. They share almost the same traits.
+ HP
+ 10% Regeneration
+ Ranged Ability
+ Damage
- Lvl 4
- Initiative

Archdemon
The reason why Archdemons earn their place here is because they clear debuffs off themselves at the start of their turn. No nasty burn, freeze, poison or bleed damage to you. Their high HP should make them survive in almost any conditions. If in doubt, you can also use Peacefulness on them so they are really invincible
++ HP
++ Dispel Debuffs
+ Summons
+ Lvl 5
+ Initiative
+ Ranged Ability
- Damage
-- Regeneration

Other notables
  • Troll (full recover at night / caves)
  • Vampire (full recover, 100% life leech in bat form)
  • Werewolf Elf (full recover)
  • Jotun (10% life steal)
  • (Cursed) Ghost (25% soul drain)
Spell use
Mage class can cast two spells per round for 6 rounds if they use less than 20 Mana.
  • Chaos Breath
  • Divine Armour
  • Peacefulness
  • Chaos Weapon
  • (repeatable)Chaos Breath
  • (repeatable)Time Shift
  • (repeatable) Freely choose, but keep an eye on your mana --> Magic Spring / Calm Rage
1 Comments
Zlorfik [CH/BY]  [author] 31 Aug, 2016 @ 2:23am 
I have come to think of it: What do you say to Shamans and Archmages?

Shaman:
+ HP
+ Totem of Life
+ Totem of Death
+ Ghost Axes

Archmage:
++ Battle Trance
+ HP
+ Magic Shield