Champions

## Introduction

Champions are particularly skilled and experienced individuals of any non-beast faction. They’re guaranteed to carry one Named Item and have significantly increased stats over their brethren. You’ll be able to easily recognize them by their special base and unique name. They are, in a way, minibosses. They challenge you to fight hard to claim what is theirs, and they shake things up, but prevailing against them will always reward you with the Named Item they carry – be it weapon, shield, armor or helmet.

So where do you meet champions? The most reliable way is to complete Contracts with a difficulty rating of  three skulls. Those have always been a high risk proposition for any mercenary company, but they now come with more of a reward for taking that chance: the possibility of getting named gear by facing enemy champions. Another way is to simply play into the late game. The further along your campaign, the more likely that you’ll find champions roaming the world outside of Contracts or defending a location.

While champions may prove challenging to defeat, they are significantly easier to beat than some of the battles around Legendary Locations. This way, they can also fill the gap in challenge between defeating your first late game crisis and starting to take on Legendary Locations, like the Black Monolith, with your company.

## Champion Attribute Multiplicators

If the champion has more than:

* 20  or
* 20  or
* 15  & 15

## % Chance of Finding Champions

Here you can see the other factors in addition to the individual chance each enemy has to become a champion:

## Extensive List of Champions With % Chance

**Equipment**

* Has a Named Goblin Skewer, Named Jagged Pike or Named Cruel Falchion
* Has light to medium body armor (45-90)
* Has light to medium headgear (40-90)
* Has Bolas if he didn't spawn with a Goblin Skewer
* Has a Throwing Net (50% chance), Wooden Skirmisher Shield (25% chance) or Reinforced Skirmisher Shield (25% chance)

**Skills**

**Strengths**

* Has  Backstabber after day 50
* Deals 25% more  and 15% more
* Gains +5 , +5  after day 50
* Gains +5  after day 90
* Will wear your men down with bolas and hinder their approach with nets
* Will often use Footwork when they are surrounded. If they have jagged pikes, this will allow them to constantly back off as you chase them.

**Tactics**

* Shoot them with your archers
* Like normal Goblin Skirmishers, they are quite squishy and relatively easy to kill if you can actually hit them
* They stay in strong formation

**Equipment**

* Has a Named Axe, Named Mace, Named Cleaver, Named Flail, Named Greataxe, Named Two-Handed Flail, Named Two-Handed Hammer, Named Greatsword, Named Two-Handed Mace, Fighting Axe, Winged Mace, Military Cleaver, Flail, Handaxe, Morning Star or Arming Sword
* Has a Decayed Coat of Plates (260), Decayed Coat of Scales (240) or Decayed Reinforced Mail Hauberk (170)
* Has a Decayed Great Helm (255), Decayed Full Helm (240), Decayed Closed Flat Top with Mail (230) or no helmet at all (10% chance)
* Body armor and/or headgear starts with 50% durability (33% chance)
* Has a Named Undead Kite Shield, Named Undead Heater Shield, Worn Kite Shield or Decayed Heater Shield if one-handed

**Skills**

**Strengths**

* Deals 15% more
* Mindless (no resolve checks)
* Has no fatigue at all
* Immune to bleed, poison and injuries
* Has a 90% chance to rise again from the dead
* Can also rise without head or if killed by a fatality
* Can be reanimated by a  Necromancer. Has higher priority to be resurrected than an Armored Wiederganger
* Has  Shield Expert if he is a bodyguard of a  Necromancer
* Can pick up any weapon from the ground to use in combat
* Capable of dealing AoE attacks with 2-handed weapons
* Can use shield's Knock Back to gain better position or reach your backline
* Unaffected by  Nighttime debuffs
* Does 100% more  damage
* Gains +5 , does 10% more after day 90

**Tactics**

* As with all Wiedergangers, try to prevent getting surrounded so they cannot exploit Backstabber; good to have Underdog perk as a counter-measure.
* They can only attack once per turn unless Possessed. The ones armed with two-handed weapons will not be able to move and attack, unless Possessed. Thus, if you push away a twohander fallen hero, he will not be able to attack on the following turn in the absence of a necromancer.
* Their bite is fairly dangerous against unarmored brothers.
* Good target for Nets, Stun and Disarm.
* Use Throwing Spears and/or Axes to destroy shields, if ready to concentrate damage on ones equipped with particularly dangerous 1-handed weapons and/or to more consistently disable the Possessed ones.
* Beheaded Fallen Hero with destroyed shield and/or lost weapon gains early turn order.
* Use armor-destroying weapons like you would on Orc Warriors: Warhammers, Fighting Axes, Billhooks, Polehammers.
* Reanimated Fallen Heroes with no armor left can be quickly dispatched by Decapitate skill.
* You can pick up their weapon before they rise again