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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 low low immune low
Apostate Mage (not Blood Mage) normal normal normal immune normal
Blood Mage (not Apostates, not bosses) normal normal normal low normal
Bloodrager (and their Thralls) normal immune normal immune  ?
Carta normal low normal normal normal
Corypheus  ?  ?  ?  ?  ?
Coterie normal normal normal low normal
Dalish normal normal immune normal low
Darkspawn

(including Emissary and Ogre)

normal normal low low normal
Deepstalker normal normal low normal normal
Desire Demon normal normal low immune low
Dragon immune low normal normal normal
Elven Fanatic normal immune immune normal low
Gate Guardian normal low  ? normal immune
Ghast (mage/elite same as Coterie) normal normal low normal low
Golem

(not in Legacy)

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

(incl. Rock Wraith)

normal low normal low immune
Qunari

(incl. Arishok)

immune low low normal immune
Rage Demon immune low normal normal normal
Raider normal normal immune normal low
Revenant normal immune immune low low
Shade normal normal low immune low
Sharps Highwaymen low immune normal normal normal
Sky Horror  ? low low  ?  ?
Sky Mages  ?  ?  ? immune  ?
Sky Warriors  ?  ? immune  ?  ?
Slaver low immune normal normal normal
Spider

(not Varterral)

normal normal immune normal low
Street Thug immune low normal normal normal
Templar

(incl. Meredith)

normal low normal low normal
Tevinter Hunter low immune normal normal normal
Undead

(including Corpses, Skeletons, Shadow)

normal normal immune low low
Varterral immune normal immune normal low
Wyvern normal normal normal normal normal

Totals Edit

Totals Fire Frost Nature Spirit Electricity
Normal 25 17 20 27 22
Immune 7 11 11 6 3
Low 8 13 10 8 14

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 is useful throughout the game, as it has a high number of "normal" damage recipients, and of the few types that resist it, all of them 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 useful particularly in end-of-Act quests, particularly the final bosses of each Act, as well as against Qunari and Dragons. 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, rendering basic attacks from nature staves useless more often than with other weapons. However, it deals reliable damage against demons of all varieties (though not Undead), as well as the very common "Mercenary" enemy type, making it valuable in Act 3 and certain parts of Acts 1 and 2.
  • 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 shades, apostates, Arcane Horrors, and Desire Demons are outright immune to it on Nightmare difficulty, bypassing the "half-effectiveness" perk entirely. The abundance of shades throughout the game adds to that enemy type's resilience unless Nature or Electricity can compensate.
  • Electricity has the fewest enemy type resistances in the game, the exceptions being Profanes, Qunari/Tal-Vashoth, 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 valuable element outside of each Act's epilogue. Beyond this, it is a great countermeasure for any Nature resistance encountered, as all Nature immunities confer Electricity vulnerability.
  • Humanoid enemies can be reliably discerned from one another based on their armor: Mercenaries and Bandits tend to wear full medium armor, 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 and are vulnerable to electricity. Slavers tend to wear splintmail armor, resist cold, and are vulnerable to fire. Some groups, namely Gangs and those tied to quests, have unique naming schemes that prevent them from being identified at a glance, but the armor they wear should indicate which is the best element to use. There are exceptions i.e. Invisible Sisters are dressed like Street Thugs but have cold resistance rather than weakness, and some gangs actually mix enemies of different armor types together, but it is for the most part a reliable indicator of which element to use.