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For an explanation about resistances, see Combat mechanics (Dragon Age II).
For resistances in Dragon Age: Origins, see Resistances (Origins).

This page lists resistances for various enemy types in Dragon Age II. Note that elemental immunity is only applied on the Nightmare difficulty; on other modes, it is set to normal.

Type Fire Frost Nature Spirit Electricity
Abomination normal normal normal normal normal
Arcane Horror normal weak weak immune normal
Apostate Mage (not faction-affiliated) normal normal normal immune normal
Blood Mage normal normal normal immune normal
Bloodrager Thrall ("Bloodrager" = Blood Mage) weak immune normal normal normal
Carta (incl. Undercut Thrifters) normal weak normal normal normal
Coterie normal normal normal weak normal
Elf normal normal immune normal weak
Darkspawn

(incl. Emissary, Ogre, Corypheus)

normal normal weak weak normal
Deepstalker immune weak weak normal normal
Desire Demon normal normal weak immune weak
Dragon immune weak normal normal normal
Elven Fanatic normal immune immune normal weak
Gate Guardian normal weak normal weak immune
Ghast (Velghastrial same as Apostate Mage) normal normal weak weak normal
Golem

(not in Legacy)

normal weak immune normal weak
Guardsman Pretender weak immune normal normal normal
Invisible Sister normal normal immune normal weak
Kirkwaller / Tevinter weak immune normal normal normal
Lyrium Smuggler weak immune normal normal normal
Mabari immune weak normal normal normal
Mercenary normal immune weak normal normal
Orsino normal normal immune weak weak
Pride Demon Fire immune weak weak normal normal
Pride Demon Poison (incl. Hybris) weak normal immune normal weak
Profane

(incl. Rock Wraith)

normal weak normal weak immune
Qunari

(incl. Arishok)

immune weak weak normal immune
Rage Demon immune weak normal normal normal
Raider normal normal immune normal weak
Revenant normal immune immune weak weak
Shade normal normal weak immune weak
Sharps Highwaymen weak immune normal normal normal
Sky Horror normal weak weak immune normal
Sky Priest normal normal normal immune normal
Sky Warrior normal normal immune weak weak
Sky Cultist (incl. Archers and Assassin) normal normal normal weak normal
Slaver weak immune normal normal normal
Spider

(not Varterral)

normal normal immune normal weak
Street Thug immune weak normal normal normal
Templar

(incl. Meredith)

normal weak normal weak normal
Tevinter Hunter weak immune normal normal normal
Undead

(including Corpses, Skeletons, Shadow)

normal normal immune weak weak
Varterral immune weak normal normal normal
Wyvern normal normal normal normal normal

Totals Edit

  • The above table counts 44 distinct enemy types in total.
Totals Fire Frost Nature Spirit Electricity
Normal 28 19 23 26 28
Immune 8 10 11 7 3
Weak 8 15 10 11 13

Notes Edit

The preceding totals only reflect differences in group types as determined by naming schemes. Beyond this, many "unique" groups are simply carbon copies of more generic enemies and hold similar stats and resistances, thus would overlap with each other. The totals also do not take into consideration the amount of encounters each enemy type occupies (including optional and avoidable fights) and how many of each enemy type is fought over the course of each Act if not the entire game (which would be a tremendous undertaking). Thus, these findings alone should not be used to determine the ultimate value of an element:

  • Fire has the fewest outright weaknesses, but the highest number of "normal" damage recipients, making it a consistently reliable and "neutral" element. All of the few types that resist it are greatly vulnerable to cold. Wielding it in equal measure with Frost allows for a backup plan of attack, which should come naturally to Elemental mages.
  • Frost is more polarized, having the highest number of outright weaknesses and a very high number of resistances. However, its most notable weaknesses are Qunari, Dragons, Templars, and Profanes, making it great to wield in the end-of-Act boss battles and the most challenging fights in the game. Wielding it in equal measure with Fire allows for a backup plan of attack, which should come naturally to Elemental mages.
  • Nature can only be unleashed with a few of Merrill's spells and through basic attacks via staves or weapon runes. It also faces many immunities from common enemy types, namely Undead and Raiders. However, it deals reliable damage against demons of all varieties, as well as the very common "Mercenary" enemy type, so it is still quite valuable to use throughout the game. It should be paired with Electricity and Spirit, as all Nature immunities confer Electricity weakness.
  • Spirit is unique among elements in that damage and magic resistance are immediately half as effective against its damage, and many enemy types suffer at least normal damage from it. However, only a handful of enemy types are outright weak to it, not to mention that most mages, as well as shades, Arcane Horrors, and Desire Demons are outright immune to it on Nightmare difficulty, bypassing the "half-effectiveness" perk entirely. The abundance of mages and shades throughout the game further reduces the element's overall utility, thus it should be complemented with Nature and/or Electricity.
  • Electricity has the fewest enemy type resistances in the game, the exceptions being Profanes, Qunari, and the Gate Guardians, either encountered in or representing the final boss fights of each Act. While Qunari appear throughout the game, Profanes and Gate Guardians are only encountered in their respective Act final quests, making Electricity a consistently reliable and "neutral" element to use when out and about in the unknown. Beyond this, it is a great countermeasure for any Nature resistance encountered, as all Nature immunities confer Electricity weakness.


Humanoid enemies can be reliably discerned from one another based on their armor:

  • Mercenaries and Bandits tend to wear medium scale-and-banding, dark-colored with red and blue trims and cloth facial covers, most of whom resist frost and are vulnerable to nature.
  • Street Thugs tend to wear leather armor resembling animal skins, with arms and legs exposed, and tend to be weak to frost and resist fire.
  • Raiders tend to wear medium to heavy armor with metal helmets and pauldrons. They resist nature and are vulnerable to electricity.
  • Slavers tend to wear splintmail armor, resist cold, and are vulnerable to fire. Many are accompanied by "Slaver Mages" that share their typing rather than the more typical spirit immunity of Apostates and Blood Mages, but there are exceptions.
  • Coterie show up in later Acts and might be mistaken for Mercenaries at first glance. However, they wear green scale-and-banding and tan head cloths. They resist no elements and are especially vulnerable to spirit damage. Occasionally you'll encounter a group supported by "Coterie Alchemists," who serve as the faction's mage enemy. Like the Slaver Mage, they share their faction's typing rather than the spirit immunity of more generic mages.


  • Even though many enemy groups, namely Gangs and those tied to quests, have unique naming schemes that prevent them from being identified at a glance, the armor they wear should indicate which is the best element to use. There are exceptions, in that some groups will mix different enemy types together e.g. Lyrium Smugglers, while others will have different armor types but follow the same enemy type e.g. Invisible Sisters, and others still will have one enemy typing for one class within the group and a different typing for a different class e.g. Dog Lords. However, the exceptions are isolated incidents compared to the entirety of the game's combat.