Best Fighter Maneuvers in Baldur’s Gate 3

Learn how to be a Battle Master.

The Fighter class in Baldur’s Gate 3 offers players one of the best melee warrior options. If you pick the Battle Master subclass, you even get access to Maneuvers, one of the unique techniques only available to those types of players and anyone who picks the Martial Adept Feat. Each of these gives you a new move in battle or a useful passive.

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Best Fighter Maneuvers in Baldur’s Gate 3

Battle Masters have the chance to pick three Maneuvers in Baldur’s Gate 3 at level three, followed by two more at levels seven and 11. If you play as a Battle Master all the way to level 11, you’ll only be able to acquire up to seven different Maneuvers out of the group of 14 that are available.

Here are seven Maneuvers we highly recommend for your Battle Master.

Commander’s Strike

Commander’s Strike puts a tactical emphasis on turn-based gameplay. You not only get to direct your party members’ actions on their turns, but this move even lets you do it on your own turns. It costs an action and a reaction on your turn to command one of your allies to use one of their reactions to instantly hit a foe, even if their turn is over.

This can be useful in various situations, such as when an ally is closer to a target than you are or when you know an ally can finish off a foe.

Disarming Attack

This move costs one of your superiority die, but it is worth the price for the additional attack you can make for 1d8 damage. Better yet, this is a disarming move, which has a chance of knocking the weapon out of your foe’s hands. While the chance is slim, a successful roll to disarm the foe is massive.

Use that on a boss or tough enemy and they’ll suddenly be much easier to deal with.

Goading Attack

This move is for the Battle Masters who want to be a tank for their party. Goading Attack is one of the few tank-like moves in the game, hitting a foe for 1d8 damage and also having a chance of forcing that enemy to focus on your character alone. If they ignore this and attack your teammates anyways, they’ll have a Disadvantage on all rolls.

If you want your Battle Master to be a tank for the team, such as your player character or the party member Lae’zel, this is a must-have move.

Maneuvering Attack

It costs one of your superiority die to use a Maneuvering Attack. With it, you’ll deal 1d8 damage and steal away half of its movement to give to one of your allies. In addition, this move won’t activate any attacks of opportunity. This is a highly valuable move for saving a party member or even allowing them to move into place to attack another enemy.

If a teammate is low on health and needs to get back to regain, this is a solid way to help them do that.

Pushing Attack

Pushing Attack costs a superiority die to deal 1d8 damage and push the target back 4.5 meters. There are other ways to shove an enemy backward away from you but Pushing Attack does not only that but it deals some damage at the same time. Even better if you can use this in a way to push the enemy into fire or another environmental hazard.

Rally

A Battle Master might not have inherent healing abilities initially, but that doesn’t stop you from keeping your teammates around with Rally. This is one of the best actions since it is so different from the others in how it focuses on boosting your ally with eight temporary hit points. Eight might not sound like a lot, but it can mean the difference between someone getting downed or not.

Couple Rally with a move like Goading Strike and you can turn the tides of battle.

Sweeping Attack

Oddly enough, this is the only AOE hit out of the Maneuvers you can pick for Battle Master. For this reason alone, it is highly recommended for your Fighter. This move costs a superiority die to swing your weapon in a rapid and sweeping arc to hit multiple enemies in a cone-shaped area in front of you.

You could gain the attention of multiple foes in close-range and then slice at all of them with Sweeping Attack to deal a fair bit of damage all at once.

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