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Horde Breaker (Melee)

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Horde Breaker (Melee) is a Hunter Ranger class action. It allows them to deal damage an additional nearby target.

Description

Target two creatures standing close to each other. Deal Weapon DamagePhysicalPhysical to the first creature and open up the second for a follow-up attack.

Properties

Cost
Action
Damage
Normal weapon damage
Details
Attack rollAttack roll
AoE: 2 m / 7 ft (Radius) AoE: 2 m / 7 ft (Radius)
Recharge: Per turn Recharge: Per turn


Condition: Horde Breaker

Horde BreakerHorde Breaker

Duration: 1 turn

  • Creature is open to a follow-up attack.

How to learn

Classes:

Notes

Bugs

  • Some abilities/gear expected to affect the original Horde Breaker target might instead trigger to a random creature in the Horde Breaker zone. Apparently the game uses some kind of alphabetical order for targets in the Horde Breaker AoE to decide who will be affected. This is known to happen with Sneak AttackSneak Attack, Ability DrainAbility Drain, Divine Strike: WeaponDivine Strike: Weapon, and Luck of the Far RealmsLuck of the Far Realms.
  • As Horde Breaker adds Horde BreakerHorde Breaker conditions to targets, gear requiring the application of a condition will always be activated, no matter the weapon in use. This is the case for Diadem of Arcane Synergy and Coldbrim Hat. Boots of Stormy Clamour triggers twice, and can trigger even more if the action activates certain other abilities such as Mortal ReminderMortal Reminder and Radiant ShockwaveRadiant Shockwave. Like the above, Stormy Clamour and Coldbrim Hat can add conditions to unexpected characters.
  • Despite looking like a single-target attack, Horde Breaker actually rolls invisible attacks (i.e. not displayed in the combat log) vs all enemies in the AoE, and the game then evaluates their results (hit, miss, critical hit). Most the time these attack rolls do nothing, as most game abilities require damage to trigger secondary effects, but there are a subset of weapons and abilities that do not require damage to be activated - for these, Horde Breaker will behave like an Area of Effect application.
  • Weapons forcing enemies to roll saving throws when hit by Horde Breaker's "invisible attack": Vision of the Absolute (BlindedBlinded), Bow of the Banshee (FrightenedFrightened), Sussur Greatsword (SilencedSilenced), Staff of the Ram (StunnedStunned, limited to 1 enemy/turn), Twisted Oak Crook (EntangledEntangled) and The Baneful (BaneBane, if bound) are weapons which force all enemies in Horde Breaker area to roll a saving throw to avoid receiving a condition.
    • In opposition to above, an Horde Breaker AoE attack using The Watcher's Guide adds True StrikeTrue Strike to all enemies which the invisible attack *missed*.
    • This behaviour may be undesirable, for example, Unseen Menace loses Invisible WeaponInvisible Weapon, thus losing AdvantageAdvantage on Attack rollAttack rolls, if invisible attacks *missed*. Since more attack rolls are made, the chance of losing this condition is greater than when horde breaker is not used.
  • Some weapons are capable of dealing actual damage to multiple characters during an Horde Breaker attack for extra value, as any damaged character can be affected by other effects, e.g. coatings.
  • There are abilities also capable of triggering per character in the Horde Breaker AoE, depending on the result of the 'invisible attack roll':
  • Due to a conditional requirement check bug, Horde Breaker may not be usable on the next turn immediately following a turn in which it was used.