3. Knights of Pen & Paper 2 Deluxiest Edition Party Setup

So this page is about the party I used. There's obviously a lot of combinations and there are classes you unlock as you play through the game, but I decided to try to stick with a party that was possible from the moment you can have 5 party members (well almost, I unlock the Ninja right after you can have 5 party members and use him). I'm going to break down the 5 I used, and also talk about what skills I used and how many points I put in them. If I don't mention a skill, I didn't use it. You'll start with these two (note the walkthrough will tell you who to make when to be clear, I'm just mentioning it here).


The Warrior will be your tank to start, who will have as much threat as possible so enemies leave your other characters alone.

Riposte - This has a chance to counterattack every time he is attacked. It's not worth a bunch of points, but certainly worth one.

Power Lunge - This gives your Warrior threat when used. It does a great amount of damage and should be the Warrior's go-to skill for damaging bosses. The threat generated from the skill stacks on top of itself, so using it multiple times will build his threat up quick. It also hits any enemy, so you can hit someone in the back row regardless of how many enemies are in the front row.

Cleave - This hits every enemy in a row. I usually pair it with the Mage's Chain Lightning, as the two skills combined will generally be enough to wipe out an entire row of enemies once you get some points in Cleave. The damage starts low (about 50% of your listed damage) but as it is leveled up the damage goes above 100%, essentially hitting every enemy in a row for more than the damage of your regular attack. It can even crit, though you won't really be able to get much of that.

Point distribution - 1 in Riposte. I put one point in Power Lunge and then poured points into Cleave until it was maxed, and then I'd put points in Power LUnge until I could put points into Cleave again. Repeat the pattern. As you level up the points caps on one skill goes up, so you can't spend every point on one skill.


Does the damage, and brings a condition applying skill for the Thief. Pretty straight forward member.

Arcane Flow - This gives a passive boost to all spell damage, and also gives you energy regen each turn. Great skill.

Fireball - One point wonder. This hits an enemy and burns that enemy and all the enemies adjacent. Your Thief has a skill that does double damage to enemies with conditions, so this is a nice way to get conditions on all of them. Unlike a lot of other skills that give conditions, enemies can't resist the initial application of the condition. This means leveling it up higher doesn't make enemies more likely to be burned, which is why one point in the skill is good enough.

Chain Lightning - This damages every enemy in a row. As I said in the Warrior section, Chain Lightning + Cleave is usually enough to kill a row of enemies. It does good damage to each target too, so it's perfectly fine to use on one enemy like bosses as well.

Point distribution - 1 in Fireball, and split the rest between Arcane Flow and Chain Lightning. I leveled Arcane Flow a lot early on and only put a few points in Chain Lightning, then pumped everything into Chain Lightning. The problem with leveling Chain Lightning early is that it increases the energy cost, which is a big deal early game, but not so much late game when the Mage's energy pool is massive. If you level Arcane Flow early you get a smaller damage boost, but you get energy regen and can cast more Chain Lightnings before needing to rest. Also, late game energy potions are hella cheap, so no need to worry about energy costs so much then. I stopped leveling Arcane Flow after about 10 points but make sure to drop a point or two in Chain Lightning when it's not killing enemies in one hit early game.

The next 3 will be the characters you make when you can have 5 characters.


His main purpose is to use Barrage of Knives to damage everyone after someone else has given them all conditions. However, his other use is the critical boosting skill. As I said on page two, characters can roll when hit with most conditions to try and resist them, stun being one of those conditions. However, if the condition is applied with a weapon via critical hit, they don't get that resist roll. That means if you equip someone with a weapon that has stun and get a critical hit on them, they are guaranteed to lose a turn from the stun. Since it works against bosses, it's pretty damn broke. While the Ninja will be better at it, having the Thief to do it as a backup is important. Even with 60%+ crit chance, there will be times where you don't crit on any of the 3 attacks, so the Thief gives you an extra chance to stun them. Damn RNG.

Stealth - This increases your critical hit chance, and also makes your character hide when they get hit. Which means if they get hit, they have 0 threat until their next turn, which means they probably won't ever get hit after hiding, except from area of effect attacks. The main point of this is the critical hit chance though.

Barrage of Knives - This skill hits the targeted enemy, and all the adjacent ones. If they are suffering from at least one condition, they take double damage. The Ninja, Mage, and Paladin will all have skills that apply conditions, so you can get the bonus damage quite often.

Point distribution - I poured points into Barrage of Knives until I couldn't then I'd put points in stealth. The high energy cost means you'll only be able to use it once or twice before needing a potion or rest. You may want to pump the brakes and level them more equally than I did, but it worked out for me in the end.


Honestly, I just made this because I didn't know what else to make. Basically acts as a second tank. In hindsight, he's actually really useful and I'm just dumb for underestimating how good the weakness condition is. Read on to find out what I mean.

Armor of Faith - The main use of this skill is that if your health is gone and you get hit, you use energy as "HP" instead. Obviously, the ideal situation doesn't see you losing all your health, but this gives you a buffer in an emergency. Not worth more than one point, but there's no reason not to have at least one point here. If you don't take this and die your energy isn't going to matter anyway.

Guiding Strike - This does extra damage and increases threat. It increases threat much more than the Warrior's Power Lunge but goes away when his turn comes back up, meaning if he doesn't use it again on the next turn, the threat goes away. Still, it can take some heat off the Warrior if he's taking a lot of damage and does decent damage itself, so I used it often.

Lay on Hands - This heals your chosen ally and also heals you for half of what it heals them. It's the only healing skill I took in my party, and I didn't use it all that much. Maybe 10-15 times total. So I'd suggest the next skill but it's nice to have this one for emergencies.

Smite - This does damage to a single target, and hits the target and adjacent enemies with Weakness. Weakness halves the damage they do and stops them from doing critical hits. I wish I took this instead of Lay on Hands. Not only does it apply Weakness for your Thief to do double damage with, but the condition itself is hella useful. Just the fact that it stops enemies from getting critical hits is huge. Some conditions like confuse can lead to a party wipe real quick, so avoiding the situation entirely is great.

Point distribution - 1 in Armor of Faith and 1 point in Guiding Strike early, and then pump up Smite as much as you can, then Guiding Strike when it's maxed.


This is the member that makes the game pretty easy. He has a skill that stuns the target and adjacent enemies which is great for regular battles, and a skill that hits a target 3 times. Combine that with a weapon that stuns and a skill that gives critical hit, and you have someone that can stun groups AND bosses easily. Well, relatively easily. Some bosses will resist Smoke Bomb and some never will. As I said in the Thief's section, applying a stun with critical hit can't be resisted, so the skill that hits 3 times gives you 3 chances to stun, and that's why he makes bosses easy too, even if Smoke Bomb won't work on them.

Vanish - This increases your critical hit chance and also lowers your threat. It's also cast at the start of the battle, so you don't need to spend a turn using it at the start of every battle. The downside is that if the Ninja gets hit with an AoE attack or someone attacks him specifically, it will be dispelled and you'll need to use the skill to activate it again. Still, the critical hit bonus is great and really important for stunning. Having it dispelled doesn't happen very often, usually only by bosses. Of course, if you're stunlocking them, you don't have to worry about them ever being able to do it.

Shadow Chain - This hits an enemy 3 times. Putting points into it would probably make it a great boss killer but Vanish and Smoke Bomb are too good to not put points into. Besides, Shadow Chain only needs 1 point to apply stun, and that's all you really need.

Smoke Bomb - This damages the target, and also stuns the target and adjacent enemies, assuming they don't resist. The difference between this and Fireball is that enemies can resist the stun straight away and not be stunned, while Fireball burns enemies always. As you level this skill up, the enemy is less likely to resist it (it gives their resist roll a penalty). It will stun the vast majority of regular enemies in the game and even some bosses. For the rest, the Ninja can Shadow Chain or the Thief can use a weapon with stun.

Point distribution - 1 in Shadow Chain, and then level up Smoke Bomb and Vanish. I'd put more into Smoke Bomb (maybe at a 2:1 or 3:1 ratio) but you want points in Vanish early too.

Your general party flow depends on who goes first. There will be times where I'll tell you to give people initiative items so they move faster or slower, but generally, battles work like this. For regular enemies, you want to have your Ninja use Smoke Bomb, and have your Mage use Chain Lightning and your Warrior use Cleave to take out a row while they're stunned. Have the Thief use Barrage of Knives and have the Paladin use Guiding Strike. If your Ninja doesn't move before your Thief, then have the Mage use Fireball or the Paladin use Smite so the Thief gets the damage boost on Barrage of Knives.

For bosses you want to use Chain Lightning and the like to kill the regular enemies, then have everyone use their strongest attack on the boss. The Thief should use Barrage of Knives, Mage Chain Lightning, the Warrior uses Power Lunge, the Paladin uses Smite, and the Ninja uses Stun Bomb until the regular enemies are dead, and then he should Shadow Chain the boss. You may want him to use Shadow Chain from the start on the boss to make sure they don't get to attack. Not as important early on when bosses don't get multiple actions a turn, but later on I'd do it every fight.

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