This solo guide focuses on the key aspects of a Fighter build in Baldur’s Gate 3 (BG3), intended to play solo without companions.
This build page has been updated for thePatch 8 versionof Baldur’s Gate 3.

Best Solo Fighter Build Guide
The Fighter class in Baldur’s Gate 3 is one of the best for solo play due to its Improved Extra Attack allowing the most attacks per turn of any class in BG3.
Fighters are the simplest and one of the mostpowerfulclassesin Baldur’s Gate 3. For thissolobuild, we suggest using this class withoutmulticlassing. You gain heavy armour, and martial weapon proficiency, allowing you to use any weapon and gear combination in the game. Moreover, you have incredible per-turn action potential and the Fighter is relatively easy to play.
Unlikegroup builds, the best Fighter Solo build will emphasize more ranged damage. Both movement and positioning are key for survival. Moreover, you won’t have anyone to heal for you so potions and consumables are vital parts of your build. If you want something simple to play solo, with tons of gear options, the Fighter is for you. Let’s break down all the details of the Solo Fighter build for Baldur’s Gate 3.
Solo Fighter Build Changes in Patch 8 for BG3
The biggest change to builds in Patch 8 of BG3 is 12 additional subclasses. Specifically to the solo fighter build, the Eldritch Knight subclass becomes much stronger with the addition of Booming Blade Cantrip. This allows you to deal extra thunder damage each action, adding to an overall damage increase for the Fighter.
While the Battle Master subclass is still great, consider the Eldritch Knight now if you want extra spellcasting utility. You can now use 11 levels of Fighter and 1 Wizard to gain even more spellcasting potential. This gives you extra utility and control when playing solo, meanwhile just loosing out on one feat. Additionally, one level of Hexblade Warlock adds a lot of utility with the same premise of losing one feat. We have a alternative build listed below.

Solo Fighter Build Features
The following list presents all the essential solo Fighter Build Mechanics and Features in Baldur’s Gate 3:
How to Play the Fighter Solo in Baldur’s Gate 3
Baldur’s Gate 3 can be played solo by either opting to disregard companions or recruiting them and later dismissing them to your camp. Although playing a Fighter build solo presents a challenging experience, it is possible to complete the entire game solo on Tactician difficulty.
Below are some general tips on how to play the best Fighter build in BG3 Solo:

In summary, solo can be a difficult and rewarding experience. Our opinion is, that early in the game it can be a struggle to survive. As you reach levels 5 and 11, you dramatically increase your power. Take your time during the transition period to find the best armor, items, gear, and consumables. Also, spend time selling, trading, stockpiling, and crafting items. We will explain more about these topics throughout this guide, Best Baldur’s Gate 3 Solo Fighter Build.
Character Creation
The best race choice for a solo Fighter build in Baldur’s Gate 3, is the Half-Orc or Duergar. TheHalf-Orc’sinnate abilities, including enhanced critical damage, resilience, and intimidation. TheDuergar DwarfEnlarge Spell and Invisibility, aiding in damage and defensive capabilities. Lastly,Githyankimakes a great race for extra mobility and skill proficiency.
Here is the bestracechoice for a solo Fighter build in Baldur’s Gate 3:

Ability Score
The Best Ability Score for a solo Fighter Build is 16 Strength, 16 Constitution, and 14 Dexterity.Having high Strength increases our melee damage and the likelihood to hit. Constitution is helpful for more health, while Dexterity helps with initiative and ranged weapons attacks. The downside of this split is weak conversation and dialogue skill proficiencies. The positives are optimal combat power with melee and ranged attacks.
Below is the best ability score for a solo Fighter in Baldur’s Gate 3:
It’s important to land on even numbers vs. odd because odd won’t give you any bonuses. Only even numbers give you an additional +1 score to an ability modifier. However, you can increase your ability score via a quest in Act 1. ensure to check out ourPermanent bonus guideon how you can boost your ability score through quests.
Background & Skills
The bestBackgroundfor a solo Fighter is the soldier because of proficiency with Athletics and Intimidation.Backgroundsin Baldur’s Gate 3 are a way to represent your character’s backstory and give them some startingskillsandabilities.
Acrobatics and Perception are the best skills for the solo Fighter because they complement your build when exploring the environment.
Solo Fighter Illithid Powers
Illithid Powersare unlocked later in the game when you learn more about the Mind Flayers and Tadpoles. You can gain jars of Mind Flayer Parasite Specimens, and consume them to gain one point. This is essentially another skill tree advancement with some very strong powers. If you decide to advance this skill line, these are the choices we suggest.
Here are the best Illithid Powers for the Solo Fighter Build:
Best Solo Fighter Build – Level Progression in Baldur’s Gate 3
Alternative Solo Build – Spellcaster Fighter
For solo Fighter builds that want more spellcasting potential, take 1 level of the Warlock and select the Hexblade subclass. The Warlock Hexblade gives you extra bonus action utility, two good spells, and a powerful range cantrip. Even though it’s a Charisma class, the Warlock one level dip adds a lot of utility for the Solo Fighter at the expense of a feat. Your feats should be enough to reach 20 strength and Great Weapon Master. Take 17 in character creation if you get Auntie Ethel’s bonus in Act 1. This combination gives you great range, melee damage, and utility playing the Fighter build solo.
At level 1, you should follow our Solo Fighter Build character creation steps. Select the correct background,race,skills, andabilityscore focusing on Strength and Constitution. You pick asubclassat level 3, so expect a slow start in terms of performance. The level 1 Fighter unlocks two class features:
Second Wind is a helpful healer at the start of the game. Like potions, this uses a bonus action to heal and replenish on short rest. In the game’s early stages, this helps when playing solo so you can hoard potions. One of the weaknesses of this build is the lack of additional bonus actions and healing. Thus, you need to be careful when using a bonus action per turn and typically save it for a heal via potion or Second Wind.
Next, we have Great Weapon Fighting which helps keep damage consistent when using a Two-Handed melee weapon. The Fighter is best using a Two-Handed Greatsword, though solo we want to use a bit more range. However, it’s worth taking this and still having the Fighter offensive firepower to eliminate targets.
Fighter Priorities
At the start of the game, you will feel weak until level 5 where you gain Extra Attack. Your priority for the solo Fighter build is locating heavy armour, a two-handed Greatsword, and a Longbow or Heavy Crossbow.Lae’zel, who you meet in the prologue has powerful medium armour with 15 AC along with a Heavy Crossbow. Since you’re playing solo, take this from here and equip it. This will set you up until you can reach Hollowed City in Act 1 with the Best Baldur’s Gate 3 Solo Fighter Build.
From this point, you need to hoard potions, arrows, and consumable potions. The advantage of the Fighter is not needing constant long rest.Elixir of Bloodlustor Colossus lasts until a long rest and drastically increases your damage. The Arrows of Ice and others are particularly helpful when you are unable to stun or knock enemies prone early on. You will gain more tools to aid in stuns, but play a bit more range than your typical Fighter at first. Loot, and sell everything because those consumable items are extremely powerful at level 1 until finishing the game.
At level 2, the Fighter unlocks the ultra-powerful class skill Action Surge!When activated, Action Surge gives you an additional action. You can only use this once per short rest, but it’s one reason the Fighter is obscenely strong early on, and even late in the game.
Since you can only use this one per fight, it’s important to get the timing down. Typically, if you can stun or kill enemies, use Action Surge on the first turn. You don’t want to use it when you are closing in range and cannot reach the target in the melee range. Your heavy crossbow or ranged weapon is mainly used to stun targets that you cannot reach through movement. When you or enemies have engaged and are in close range, use an action, and action surge for a boost in damage.
At the third level, you gain access to your subclass, and for this build, we recommend selectingBattle Master. This subclass introduces a new mechanic called Superiority Dice, represented by 1d8 dice. Consider these as additional resources that can be replenished during a short or long rest. You will have 4 Superiority Dice at this point, so you can use these abilities frequently. Essentially, maneuvers are attacks that do your normal damage at range or melee, but an extra effect is added. At this level, you can pick 3 maneuvers, which are attacks that consume Superiority Dice. We suggest the following:
The three maneuvers chosen are all selected for crowd control. When playing solo, you want to stun or disable the opposition to limit incoming damage. Disarming Attack potentially drops an enemy’s weapons. This attack is vital when facing off againstGithyankiin Act 1 or anyone who relies on weapon-based damage. Next, Pushing Attack acts as a knockback that can send enemies off ledges for instant kills. Lastly, Trip Attack is a simple stun that knocks enemies prone.
At level 3, you should start to have some control over maneuvers in combination with Action Surge. Your priority is to stun or disable the highest damage producer. Moreover, target spellcasters who can stun or disable you as they pose the biggest threat playing solo.
At level 4, the Fighter gets to choose a feat. We suggest taking Alert.Alert gives you a +5 bonus to Initiative and you cannot be Surprised. This seems like a weak feat, but it is not. The Fighter has only 14 Dexterity at this point, meaning you are likely to go middle or back of the attack order. This makes you vulnerable to incoming damage, stuns, andstatus effects. Ensuring you will go earlier in attack order helps prevent you from being disabled.
Other feats at this level are more damage-producing, but solo you need to play defensive especially at first. After we select Alert, the Fighter will gain additional feats at levels 6, 8, and 12. This is helpful because we can take Great Weapon Master at level 6, and two +2 Strength at 8 and 12. You should reach the maximum level in BG3 of 12 with 20 Strength, high Initiative, and Great Weapon Master Two-Handed damage feat. Next level you will become much stronger and feel the build has great potential at level 5 and beyond.
At level 5, the Fighter unlocks Extra Attack. Extra Attack gives you two attacks per action. The fighter isn’t the only class to get his feature, but you can combine Extra Attack with Action Surge, and battle maneuvers. With the Alert feat, you are likely to go first, and you can shoot arrows to knock prone, disable, or knock off ledges. This combination we’ve set up so far ensures a strong turn one, which is the cornerstone to surviving tough encounters solo.
At or around this level, you should be able to start exploring harder content in theUnderdark. Moreover, level 5 or 6 is when you transition into Act 2 or the Githyanki Creche. You want to spend some time gathering material, stockpiling gold, and acquiring thebest items in Act 1before venturing forth.
At level 6, we take one of thebest featsin the game Great Weapon Master. Below is what Great Weapon Master (GWM) does once unlocked:
Great Weapon Master Explained
The first part of GWM gives you an extra attack upon a kill or critical strike. Thus, the turn-one strategy is to close the distance, kill, disable, or crit to trigger an additional bonus action attack. Keep in mind, that this bonus action attack is melee, so you will likely need to be close to another target to capitalize on the free attack. Potions of Fly are very helpful for this early in the game where movement can be difficult.
Next, we have the All In feature, which increases your damage at the expense of the chance to hit. You can use consumables like Elixir of Heroism which grants you Bless orElixir of Hill Giant Strengthwhich gives you 21 Strength. Either more Strength or better attack rolls offsets this lower chance to hit. You can also toggle the GWM All In feature off during combat via passives on your toolbar. This is helpful if you must land an attack to kill a 1-health target.
From this point, we have everything we need to do massive damage with the Fighter. You want to control targets with Superiority Dice Battle Manevours and melee GWM for huge damage. At this point, your goal is to increase strength through ability score improvements.
At level 7, the Fighter gains two more Manoeuvres. These aren’t as impactful as early selections, but here are the suggestions:
With Precision Attack you’re able to passively consume a dice to increase damage. This doesn’t require an action or bonus action to trigger, thus makes a good way to do a bit more damage when critical. Riposte retaliates by doing free damage when someone attacks and misses you. This is helpful if you have AC and evade attacks frequently for free damage. Your gameplay remains unchanged at this level, and we suggest saving maneuvers for crowd control utility in general.
At level 8, you want to increase strength to 18. With one more feat, you can increase to 20 which is the maximum strength through ability score. This will keep your build simple and effective. You can use consumables and items to push past 20 Strength. These are typically at the end game in the gear chart below.
At level 9, you unlock the Indominatble class feature. Whenever you fail a Saving Throw, you may roll again, using the new result instead. This can be done once per long rest and is helpful if you need to avoid an incoming stun or crowd control effect.
At this stage, the Fighter levels seem weak and lackluster. However, you want to stay in the class levels for Improved Extra Attack at level 11. This gives you a third attack per action, allowing you to attack more than any other class in BG3. If you feel inclined to multiclass, consider theRogueandThief. While it might sound odd, with the Thief Subclass you gain another bonus action. Moreover, those bonus actions can be used to dash and other utility mobility skills. This will free you up to use bonus action for Great Weapon Master and a potion.
When in doubt, keep it simple and stick with the heavy armored Fighter and improve extra attack at level 11.
At level 10, the Battle Master Fighter unlocks Improved Combat Superiority. This subclass feature increases the size of your Superiority Dice increase to 1d10. This makes your Manoeuvres more impactful. you’re able to also choose two more Manoeuvres, below are our suggestions:
When you need to evade attacks, Evasion Footwork can be a helpful maneuver. You want to use this when surrounded and expecting heavy incoming damage. The advantage of this ability is it doesn’t require an action or bonus action. Prior to ending your turn, activate if you need to survive one more time.
The Sweeping Attack maneuver is helpful because it does area-based damage. You strike in a cone, 2 meters in front of you hitting all targets in the area. Area damage, or AOE is what the FIghter lacks and this can help augment that weakness.
At level 11, you unlock Improved Extra Attack. This gives you two additional attacks per action. In essence, one action equals 3 attacks for you at this stage. You want to use this to your advantage. Combine Improved Extra Attack with Bloodlust Elixir, Great Weapon Master Feat, and Action Surge for incredible damage. Here’s an example of what this looks like:
As you can see, this is 10 attacks in one turn without Haste. If you have a Haste spell or Potion of Speed, you can add another 3 attacks on top of that! This is why the Fighter is insanely strong and why you don’t want to multiclass it.
You’ve reached the maximum level with the Best Baldur’s Gate 3 Solo Fighter Build! At this level, we suggest taking +2 to Strength to reach 20. This way you can use other elixirs in combination with high strength. Keep reading below for our suggested gear as a beginner or end game.
Also Check:-BG3 Interactive Map
Best Gear for Baldur’s Gate 3 Fighter Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items,potions,armor,weapons, scrolls, and much more. There are three Acts in BG3, and Best Baldur’s Gate 3 solo Fighter Build Guide includes suggested sets and alternatives for Act 1 and Act 3.
Beginner: Starting the Game
Here’s the best beginner gear, items, and equipment for solo Fighter Build in Baldur’s Gate 3:
Advanced: Endgame
The following table presents the best gear, items, and equipment for the solo Fighter Build in Baldur’s Gate 3:
Best Consumables, Potions, Ammunition, and Items
The following list is the bestconsumableitems that will aid in our Best Baldur’s Gate 3 solo Fighter Build Guide:
Ammunition and Arrows
The best Ammunition for a Solo Fighter Build is listed below:
Permanent Bonuses
Throughout Baldur’s Gate 3, you will have the ability to gain permanent bonuses to your character. These can grant additional spells, ability scores, and other bonuses. Permanent Bonuses are not displayed throughout the campaign but are vital to increase overall combat performance. We have all permanent bonuses here in a guide, but the most important ones for you to collect are listed below.
Best Baldur’s Gate 3 Solo Fighter Build Summary
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