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Tacticus Indomitus Campaign Guide

Beat every Indomitus Normal and Indomitus Elite stage with recommended teams, minimum character ranks, and replay-backed strategies.

Replay data updated:

Overview

Timing

Clear first. Medal later. Push until progress becomes expensive, then branch out—Indomitus should anchor your early account without blocking progress elsewhere.

Indomitus is available immediately and introduces the core systems every new player will use throughout Tacticus. It should remain your main early campaign, but it does not need to be completed in one uninterrupted push.

Advance as far as your current roster can comfortably take you. When another Normal or Mirror campaign unlocks, begin working there as well—especially when it offers useful characters, better upgrade nodes, or an easier path around your current resource bottleneck.

You do not need three medals on every stage before moving forward. Opening new nodes is often more valuable than forcing a perfect clear. Return for missing medals after account-wide upgrades make those stages cheaper and easier.

All Normal medals are eventually required to unlock Indomitus Elite. Make the final medal cleanup when Elite becomes your next useful progression goal, not simply because an unfinished stage is visible. Recommended Investment targets are practical, repeatable goals—not the lowest ranks that can win with perfect positioning, favorable critical hits, blocks, or repeated attempts.

Progression

Clear first. Medal later. Build the Required Carry first, then invest when the next unlock is worth it.

Treat campaign progress as an account-building loop rather than a single checklist.

  1. Advance through Indomitus and open new farming nodes.
  2. Invest most heavily in Bellator, then raise Varro and Certus enough to survive and perform their roles.
  3. Begin newly unlocked Normal and Mirror campaigns.
  4. Return for unfinished Indomitus medals after your roster improves.
  5. Unlock Elite once all Normal medals are complete.
  6. Push Elite until your existing roster reaches a serious wall.
  7. Strengthen Bellator and the broader Imperial roster elsewhere.
  8. Return when additional Elite nodes or full completion justify the investment.

Mirror campaigns deserve special attention because their upgrade nodes generally provide better material-per-energy returns. Imperial Mirror campaigns can also allow stronger Imperial characters to support their required units.

When Elite first unlocks, try it immediately. The opening stages may be accessible with the roster that completed Normal, and even partial progress can unlock valuable farming nodes. However, do not assume the automatic starter five are expected to complete all 120 Elite medals without additional Imperial support.

Recommended Investment

Normal Investment

Scroll sideways to see all recommendations.

HeroRankActivePassiveWeaponDefense
Varro Tigurius Bronze I rank Tiggy active ability17+ Tiggy passive ability8+ 1 1
Sergeant Certus Bronze I rank Certus active ability8+ Certus passive ability1 1 1
Sergeant Bellator Silver I rank Bella active ability26+ Bella passive ability17+ 1 1

Elite Investment

Scroll sideways to see all recommendations.

HeroRankActivePassiveWeaponDefense
Varro Tigurius Silver I rank Tiggy active ability26+ Tiggy passive ability17+ 1 7
Sergeant Certus Silver I rank Certus active ability17+ Certus passive ability8+ 1 7
Sergeant Bellator Gold I rank Bella active ability35+ Bella passive ability26+ 1 1

Strategy & Tips

Build the Required Carry First

Bellator is the Required Carry, and Death from Above is the campaign’s most important ability. It summons one Inceptor for each round that has begun, so waiting can create a larger force—but summon earlier when Scarabs, Deathmarks, or a backline breach require an immediate answer.

Protect Varro and Certus

In late Elite, Varro and Certus are often survival objectives rather than frontline damage dealers. Keep them behind Bellator, durable supports, summons, terrain, or Isabella’s healing formation. Do not expose Certus for a marginally better shot.

Move Your Best Armor

Near the recommended minimum, defensive items are not a minor optimization. Move your strongest available armor or pauldrons onto Varro and Certus before difficult three-character stages. A single equipment upgrade may determine whether they survive one attack.

Preserve Burst Damage

Do not spend every active ability on the first enemies you see. Save area damage or high-damage abilities for multiplying Scarabs, emerging Ophydian Destroyers, Anuphet’s summoned Warriors, or another threat that must die immediately.

Manipulate Enemy Targeting

Bellator, Yarrick, and Mataneo create additional bodies that can block movement, occupy preferred attack hexes, and redirect enemy attacks. Many low-investment Elite clears work because enemies never reach the required backline.

Finish Necrons Completely

Living Metal allows damaged Necrons to recover. Focus attacks and finish enemies instead of leaving several targets barely alive. Multiplying Scarabs are the main exception: remove the entire spawning swarm before it creates another unit.

Separate Winning From Three Medals

A team may be capable of defeating a stage while still losing Certus or Varro. Three-medal clears often require stronger armor, safer positioning, a healer, or several attempts for better enemy movement.

Required Heroes

Varro Tigurius, Certus, and Bellator are required throughout Indomitus. Later Elite stages restrict deployment to this trio, so premium supporting heroes cannot eliminate the need to keep all three alive.

Varro Tigurius portrait

Varro Tigurius

Role: Psychic area damage and clustered-enemy removal.

Ability priority: Bellator active first, Varro active second.

Rank
Normal Bronze I rank Elite Silver I rank
Active
Normal17+ Elite26+
Passive
Normal8+ Elite17+
Weapon
Normal 1 Elite 1
Defense
Normal 1 Elite 7

Varro’s active deals Psychic damage to a target and adjacent enemies, making it one of the starter team’s best answers to clustered Necron Warriors and other armored targets. It is especially useful when several enemies can be damaged together or when lower-pierce attacks are struggling to finish a target.

For Normal, Bronze I is a comfortable target rather than a requirement. For Elite, Silver I is a practical, repeatable survival target that does not assume a premium support, favorable RNG, or many restart attempts.

Varro should normally remain behind Bellator or another durable Imperial. In the final Elite chapters, exposing him for an ordinary attack is rarely worth the risk of losing a medal.

Sergeant Certus portrait

Certus

Role: Long-range damage, tactical displacement, and backline support.

Build Certus to survive—not to carry.

Rank
Normal Bronze I rank Elite Silver I rank
Active
Normal8+ Elite17+
Passive
Normal1 Elite8+
Weapon
Normal 1 Elite 1
Defense
Normal 1 Elite 7

Certus contributes long-range Heavy Round damage and can push a target one hex with his active. The displacement can break formations, alter movement, or move an enemy into Varro’s or Vindicta’s area damage.

His abilities are not the main campaign investment. Certus usually benefits more from rank, rarity, and defensive equipment than from heavy badge spending. His passive can remain low unless badges are abundant and other priorities are already covered.

In Elite, protect Certus aggressively. Deathmarks, Flayed Ones, and Ophydian Destroyers can bypass the frontline or remove him in a single attack. Keep escape routes open and avoid stepping forward for minor damage unless the threat will certainly die.

Supporting Heroes

Supporting heroes can make open-deployment stages much easier, but remember that several Elite maps allow only Varro, Certus, and Bellator. Build supports that improve your wider roster rather than expecting one premium hero to solve every stage.

Early Game
Apothecary Incisus portrait

Incisus

Role: Accessible healer and emergency stabilizer.

Accessible and useful, but not an equal substitute for Isabella.

Incisus is the starter roster’s most accessible source of healing. His active restores health to himself and adjacent allies, with stronger healing for Imperial characters, making him useful when attrition—not a clean one-shot—is threatening a medal.

Iron III to Bronze I is enough for most Normal use. He can continue contributing in Elite when a fourth or fifth deployment slot is available, but he cannot help on required-trio stages. Heavy investment in Incisus therefore does not solve the central late-campaign problem of keeping Varro and Certus alive.

For Elite use, Silver I is a reasonable ceiling unless Incisus is also part of your broader plans. Prioritize his active healing; improve the passive only as resources permit.

Battle Sister Vindicta portrait

Vindicta

Role: Area damage, anti-Scarab attacks, and clustered-enemy clearing.

Excellent early damage—just watch the fire.

Vindicta’s active deals Flame damage and immediately allows another attack. This makes her excellent against clustered Warriors, adjacent Scarab Swarms, and formations that require more than one attack to dismantle.

Bronze I is a sensible Normal target. For late Elite, she becomes more stat-dependent and may need Gold I investment to remain effective.

Her Flame hexes can also obstruct your own movement. Before using the active, check whether the resulting terrain will block Bellator, trap a vulnerable hero, or close an intended escape route.

Mid Game
Thaddeus Noble portrait

Thaddeus Noble

Role: Long-range priority-target removal.

Best used to solve threats your frontline cannot safely reach.

Thaddeus is most valuable when a dangerous ranged enemy cannot be reached safely. His active can strike anywhere on the map when he has not moved, making him a practical answer to Deathmarks, exposed Destroyers, or another threat targeting the backline.

He is not required for Normal. For a serious Elite push, Silver III to Gold I is a practical target, with the active around levels 26–35.

His bombardment is powerful but variable. Do not write or play around the assumption that it will always remove the selected target. Use it to soften a threat when a guaranteed kill is not available.

Brother Raimund Burchard portrait

Brother Burchard

Role: Durable frontliner, body-blocker, and multi-target damage.

One of the strongest non-luxury Imperial protectors.

Brother Burchard is one of the best broadly obtainable Elite supports because he addresses several problems at once. He can stand in front of Varro and Certus, absorb sustained attacks, block routes into the backline, and distribute Blast damage across packed enemies.

Silver II to Gold I is a practical Elite range, with both abilities around levels 26–35 if he is becoming a long-term roster character.

Unlike Certus, both of Burchard’s abilities have meaningful campaign value. Invest more evenly, especially when his durability and adjacent damage are helping control the center of the map.

Elite Heroes
Marneus Calgar portrait

Marneus Calgar

Role: Durable frontline wall, area damage, and adjacent ally support.

Premium protection with meaningful damage of his own.

Calgar combines exceptional durability with area damage and strong support for adjacent allies. In Indomitus Elite, he can occupy the dangerous hexes that would otherwise allow Flayed Ones, Warriors, or Destroyers to reach Varro and Certus.

Silver II can contribute, but Gold I or above is preferable for the final chapter. Both abilities merit investment around levels 30–35 when Calgar is part of the player’s wider roster.

Calgar is also farmable after defeating him at the end of Indomitus Mirror, though reaching that point is itself a substantial progression milestone.

Kariyan Helsates portrait

Kariyan

Role: High-investment carry and frontline support.

Use him when already built; do not treat him as a required campaign project.

Diamond-rank Kariyan can carry unrestricted Elite stages and compensate for an underbuilt required hero. That proves what an already-developed Kariyan can do; it does not make him a practical beginner investment target.

Kariyan is an option for players who already have him heavily developed, not a character someone should build specifically to complete Indomitus Elite.

Lucien portrait

Lucien

Role: Mobile damage carry and multi-kill threat remover.

A fast offensive solution when survival improves by killing first.

Lucien contributes through direct pressure rather than healing or defensive support. His mobility and charge damage allow him to reach exposed Scarabs, Warriors, or ranged enemies before they attack. Community reports describe him removing multiple vulnerable targets in one turn.

Gold I is a meaningful middle-to-late Elite target. Gold II is more appropriate when he is expected to supply most of the final-chapter damage. Abilities around levels 30–35 are sufficient unless Lucien is a broader roster priority.

He cannot revive or passively protect the required trio, but he can reduce incoming damage by removing threats quickly.

Mataneo portrait

Mataneo

Role: Mobility, temporary bodies, and enemy-targeting disruption.

Creates safer turns by changing where enemies can move and attack.

Mataneo’s campaign value comes from tempo and artificial-intelligence manipulation. His mobility allows him to reach priority targets, while his additional bodies can block routes, occupy attack hexes, and redirect enemy attention away from Varro and Certus.

Gold I to Gold II is the practical Elite range. Abilities around levels 30–35 are appropriate, emphasizing whichever ability controls or strengthens the accompanying units.

Mataneo is not a healer. His value depends on placing the extra bodies where they actually absorb an attack or obstruct a dangerous route.

Lord Marshal Varnan Dreir portrait

Marshal Dreir

Role: Durable charging frontliner and self-sustaining threat.

A durable alternative that protects through pressure and positioning.

Marshal Dreir’s charge damage and health regeneration make him well suited to pushing directly into the Necron formation. He can occupy the spaces that Flayed Ones, Warriors, or Destroyers would otherwise use to approach the required backline.

Gold I is a practical late-Elite target, with abilities around levels 30–35. His charge and regeneration passive is especially relevant to the campaign role.

Dreir is a strong alternative when Isabella is unavailable. He cannot heal or resurrect Varro and Certus, but he can reduce the number of attacks that ever reach them.

Difficult Stages

The stages below generated the strongest concentration of community help requests, difficult replay searches, and “final missing medal” complaints. Difficulty is not determined by rank alone—deployment, equipment, target priority, and enemy behavior can be just as important.

Normal
60

Normal 60 — Thutmose

Why players struggle

Normal 60 is the first major raw-stat and burst-damage checkpoint. Thutmose can remove one or more starter heroes quickly while also feeling unusually durable against ordinary attacks.

Strategy

  • Spread the formation so one attack cannot compromise several heroes.
  • Offer Bellator, an Inceptor, or the most durable available support as the first target.
  • Keep Varro and Certus outside immediate retaliation range.
  • Combine Varro’s active, Vindicta’s attacks, Certus’s shot, and Bellator’s damage rather than attacking piecemeal.
  • Use Incisus only when healing will prevent a death; healing cannot rescue a hero from a clean one-shot.

Closing note

Low-rank clears are possible, but they can depend on precise play and favorable RNG. Treat Stage 60 as a tactical breakpoint, not proof that every hero must be Bronze I.

74

Normal 74 — Scarab Control

Why players struggle

Stage 74 becomes chaotic when Scarab Swarms multiply faster than the team can remove them. The problem gets worse when enemy attacks eliminate Bellator or Vindicta—the heroes best equipped to produce enough hits.

Strategy

  • Identify which Scarab unit can still multiply and remove the entire unit in one turn.
  • Preserve Bellator and Vindicta rather than exposing them for early damage.
  • Use Bellator’s high hit count and Inceptors as the default Scarab answer.
  • Use Vindicta’s active and immediate follow-up attack when several Swarms are adjacent.
  • Do not spread attacks across several Scarabs if the original spawning unit will survive.

Closing note

This stage punishes teams that rely on only one multi-hit answer. Position Bellator and Vindicta so the enemy cannot remove both before the Scarabs are controlled.

75

Normal 75 — Anuphet

Why players struggle

Normal 75 is less often an absolute progression wall than a three-medal survival test. Anuphet, his summoned Warriors, and the surrounding enemies create competing priorities while every deployed hero must remain alive.

Strategy

  • Use controlled deployment rather than rushing toward Anuphet.
  • Remove enemies with direct access to Varro, Certus, or another weak starter hero.
  • Let Bellator hold the center and absorb the initial pressure.
  • Begin damaging Anuphet before the number of summoned Warriors becomes unmanageable.
  • Preserve healing and burst abilities for the turn when several threats appear together.
  • Hide a damaged hero during cleanup rather than risking the final medal for marginal damage.

Closing note

Starter-only low-rank clears are possible, but practical progress depends more on order of operations, positioning, and survival than on chasing one universal minimum rank.

Elite
24

Elite 24 — Aleph-Null

Why players struggle

Elite 24 combines Aleph-Null, multiplying Scarabs, high-armor Destroyers, and restrictive bridge positioning. The team must control several threat types without exposing Varro and Certus.

Strategy

  • Kill Aleph-Null before the Scarab situation becomes self-sustaining.
  • If Aleph summons, focus the original multiplying swarm rather than scattering damage.
  • Direct Bellator’s Inceptors toward Scarabs while the main team pressures Aleph.
  • Use the bridge to concentrate attacks and limit enemy movement.
  • Expect the Destroyers to remain dangerous after Aleph dies.
  • Do not leave Certus on a hex where a Destroyer can emerge beside him.

Closing note

The battle is not over when the boss dies. Preserve enough positioning and damage to handle the remaining Destroyers.

35

Elite 35 — Mandatory-Hero Survival

Why players struggle

Elite 35 is a late three-character survival and equipment check. Successful teams vary widely: some use balanced Silver and Gold investment, while others concentrate almost every resource into Bellator.

Strategy

  • Move your best defensive gear onto Varro and Certus.
  • Keep both required backliners behind Bellator whenever possible.
  • Use summons to occupy attack hexes and redirect enemy movement.
  • Do not assume one specific rank combination is required.
  • Very low-rank clears often depend on strong equipment, critical hits, blocks, exact deployment, or favorable enemy behavior.
  • A few restarts can be efficient; if success requires repeated lucky openings, invest toward the Recommended Investment instead.

Closing note

Stage 35 can be solved through balanced investment or through a heavily developed Bellator. It is not governed by one clean rank threshold.

37

Elite 37 — Deathmark and Ophydian Pressure

Why players struggle

Elite 37 produces some of the strongest frustration reports in the campaign. Deathmarks and Ophydian Destroyers can one-shot Varro, Certus, and even Bellator’s summoned Inceptors.

Strategy

  • Deny Deathmarks a stationary, elevated firing position.
  • Use terrain, another hero, or a summon to block line of sight.
  • Keep Varro and Certus away from isolated Ophydian landing zones.
  • Occupy useful destination hexes with Bellator, a durable support, or summons.
  • Preserve Varro’s active or another burst tool for the turn an Ophydian emerges.
  • Counter-snipe with Certus only when the Deathmark will certainly die and Certus will remain safe.

Closing note

This stage is often won during deployment. The safest opening may involve hiding the required heroes and forcing enemies to move into less favorable attack positions.

40

Elite 40 — Anuphet

Why players struggle

Elite 40 is frequently the final stage preventing 120/120 completion. Anuphet, Warriors, Flayed Ones, Scarabs, and Destroyers create several simultaneous priorities, and one exposed required hero can end the attempt.

Strategy

  • Clear one side of the map to create a safe retreat area.
  • Anticipate where the first Destroyer will emerge.
  • Move Certus and other vulnerable heroes before that emergence turn.
  • Preserve multiple active abilities to burst the Destroyer immediately.
  • Use Bellator’s Inceptors or another summon to block the second Destroyer.
  • Place the most durable hero in front of Anuphet and the Warriors.
  • Pressure Anuphet once the immediate Destroyer threat is controlled.
  • Hide any damaged required hero during cleanup.

Closing note

Elite 40 rewards a turn plan more than a damage race. Decide before the battle which side you will clear, where vulnerable heroes will retreat, and which abilities are reserved for the Destroyers.

Bosses

The five Indomitus bosses appear at Normal Stages 15, 30, 45, 60, and 75. Their Elite chapter encounters occur at Stages 8, 16, 24, 32, and 40.

Royal Warden Makhotep portrait

Makhotep

Normal 15Elite 8

Makhotep is primarily an early lesson in positioning and target priority. Remove any Scarab or Warrior creating an immediate numbers problem, prevent Makhotep from gaining a clean shot on the weakest hero, and allow Bellator to absorb the central pressure.

The encounter is forgiving enough that Bellator can often delay Death from Above and generate additional Inceptors.

Treat Elite 8 as a diagnostic for basic survivability. Push through it when possible, but do not overlevel the entire team simply to force the first Elite page.

Hexmark Destroyer Imospekh portrait

Imospekh

Normal 30Elite 16

Imospekh punishes heroes who enter his firing lane carelessly. Force him to move, engage him with Bellator or a summon, or remain behind terrain until the team can attack together.

Elite 16 is an early point where supporting heroes begin to meaningfully change the solution. Isabella, Yarrick, Thaddeus, Incisus, and Vindicta all appear in successful approaches.

Bellator plus healing can compensate for a severely underbuilt Certus at this stage, but positioning remains more important than simply adding another support.

Canoptek Spyder Aleph-Null portrait

Aleph-Null

Normal 45Elite 24

Kill Aleph-Null before the Scarab situation becomes self-sustaining. If Aleph summons first, eliminate the original multiplying swarm rather than spreading attacks across every nearby unit.

At Elite 24, direct Bellator’s Inceptors toward Scarabs while the main heroes use the bridge to pressure Aleph.

Do not relax after the boss falls. Destroyers remain capable of bypassing the frontline, and Certus should not finish the boss turn on an exposed emergence hex.

Plasmancer Thutmose portrait

Thutmose

Normal 60Elite 32

Thutmose is the first major damage-and-survival checkpoint. He can rapidly remove starter heroes while resisting piecemeal attacks.

Spread the formation, offer a durable first target, and combine the team’s strongest abilities into one coordinated burst. Keep Varro and Certus outside immediate retaliation range.

Elite 32 repeats the same lesson at a higher stat threshold. Preserve enough burst damage to remove Thutmose before surrounding enemies create several simultaneous attack lanes.

Overlord Anuphet portrait

Anuphet

Normal 75Elite 40

Anuphet is the campaign’s most complex boss because his value increases as additional Warriors enter the battle. Players must balance pressure on the boss with immediate threats from Flayed Ones, Scarabs, Deathmarks, and Destroyers.

On Normal 75, protect the weakest starter heroes, let Bellator hold the center, and begin damaging Anuphet before the summon count becomes overwhelming.

On Elite 40, control the Destroyers first, establish a safe retreat area, and preserve several active abilities for the key emergence turn. Once the immediate threat is contained, place the most durable hero in front and finish Anuphet without exposing a damaged required character.

Campaign Replay Filters

Stuck on a specific stage? Select the difficulty and stage number to compare team compositions, hero ranks, and successful strategies.

Every recommendation on this page is supported by community discussion, documented clears, or the Terminus Maximus Campaign Replay Library. Use the filters below to find successful Indomitus runs for any Normal or Elite stage.

Compare teams carefully. A low-rank clear may depend on stronger equipment, a premium supporting hero, a heavily developed carry, favorable enemy movement, or exact turn-by-turn positioning. The most useful replay is not always the one with the lowest ranks—it is the one whose roster and investment most closely resemble your own.

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Campaign Replays

Normal 60 6 replays Apothecary IncisusBattle Sister Vindicta
Normal 61 1 replay Apothecary IncisusBattle Sister Vindicta
Normal 62 1 replay
Normal 63 1 replay Apothecary IncisusBattle Sister Vindicta
Normal 64 2 replays Apothecary IncisusBattle Sister Vindicta
Normal 65 2 replays Apothecary IncisusBattle Sister Vindicta
Normal 66 2 replays
Normal 67 1 replay Apothecary IncisusBattle Sister Vindicta
Normal 68 1 replay Apothecary IncisusBattle Sister Vindicta
Normal 69 1 replay
Normal 70 3 replays Battle Sister VindictaApothecary IncisusIsabella Mariken
Normal 71 2 replays Battle Sister VindictaApothecary IncisusIsabella Mariken
Normal 72 2 replays
Normal 73 2 replays Battle Sister VindictaApothecary Incisus
Normal 74 3 replays Apothecary IncisusBattle Sister VindictaMorvenn VahlCommissar Sebastian Yarrick
Normal 75 9 replays Apothecary IncisusBattle Sister VindictaMorvenn VahlCommissar Sebastian Yarrick
Elite 1 5 replays Apothecary IncisusBattle Sister VindictaRoswitha EstherCommissar Sebastian YarrickMorvenn VahlThaddeus Noble
Elite 2 4 replays Apothecary IncisusBattle Sister VindictaRoswitha EstherCommissar Sebastian YarrickThaddeus Noble
Elite 3 4 replays Battle Sister VindictaApothecary IncisusRoswitha EstherCommissar Sebastian YarrickIsabella MarikenThaddeus Noble
Elite 4 4 replays
Elite 5 4 replays Battle Sister VindictaApothecary IncisusRoswitha EstherCommissar Sebastian YarrickIsabella Mariken
Elite 6 3 replays Roswitha EstherCommissar Sebastian YarrickIsabella Mariken
Elite 7 3 replays Roswitha EstherCommissar Sebastian YarrickIsabella Mariken
Elite 8 4 replays Roswitha EstherCommissar Sebastian YarrickThaddeus NobleIsabella MarikenApothecary Incisus
Elite 9 1 replay
Elite 10 2 replays Commissar Sebastian YarrickIsabella Mariken
Elite 11 1 replay Roswitha EstherCommissar Sebastian Yarrick
Elite 12 3 replays Roswitha EstherCommissar Sebastian YarrickThaddeus NobleIsabella MarikenApothecary Incisus
Elite 13 1 replay Commissar Sebastian Yarrick
Elite 14 3 replays
Elite 15 3 replays Roswitha EstherCommissar Sebastian YarrickIsabella MarikenApothecary Incisus
Elite 16 5 replays Commissar Sebastian YarrickRoswitha EstherMorvenn VahlIsabella MarikenThaddeus NobleApothecary IncisusBattle Sister Vindicta
Elite 17 3 replays Roswitha EstherCommissar Sebastian YarrickThaddeus NobleIsabella MarikenApothecary Incisus
Elite 18 3 replays Commissar Sebastian YarrickRoswitha EstherIsabella Mariken
Elite 19 3 replays
Elite 20 4 replays Commissar Sebastian YarrickRoswitha EstherIsabella MarikenApothecary Incisus
Elite 21 4 replays Commissar Sebastian YarrickRoswitha EstherIsabella Mariken
Elite 22 3 replays Commissar Sebastian YarrickRoswitha EstherIsabella MarikenThaddeus Noble
Elite 23 3 replays Commissar Sebastian YarrickRoswitha EstherIsabella Mariken
Elite 24 4 replays Roswitha EstherCommissar Sebastian YarrickIsabella MarikenBrother Raimund Burchard
Elite 25 2 replays Morvenn VahlCommissar Sebastian YarrickIsabella Mariken
Elite 26 2 replays Commissar Sebastian YarrickIsabella Mariken
Elite 27 3 replays
Elite 28 2 replays Commissar Sebastian YarrickIsabella Mariken
Elite 29 2 replays Morvenn VahlCommissar Sebastian YarrickIsabella Mariken
Elite 30 2 replays Morvenn VahlCommissar Sebastian YarrickIsabella Mariken
Elite 31 1 replay Commissar Sebastian Yarrick
Elite 32 2 replays Morvenn VahlCommissar Sebastian YarrickIsabella Mariken
Elite 33 2 replays Apothecary IncisusIsabella Mariken
Elite 34 1 replay Apothecary Incisus
Elite 35 4 replays Apothecary Incisus
Elite 36 1 replay Apothecary Incisus
Elite 37 3 replays Thaddeus NobleCommissar Sebastian Yarrick
Elite 38 1 replay Apothecary Incisus
Elite 39 1 replay Apothecary Incisus
Elite 40 6 replays Isabella MarikenThaddeus NobleKut SkodenCommissar Sebastian YarrickRagnar BlackmaneBrother Raimund Burchard

Campaign Replay Statistics

These ranks change as you apply Filters

Varro Tigurius portrait
Tiggy Elite: 40 stages Normal: 16 stages
Max Rank
Gold I rank badge
Gold I
Sergeant Certus portrait
Certus Elite: 40 stages Normal: 16 stages
Max Rank
Diamond III rank badge
Diamond III
Sergeant Bellator portrait
Bella Elite: 40 stages Normal: 16 stages
Max Rank
Diamond II rank badge
Diamond II
Commissar Sebastian Yarrick portrait
Yarrick Elite: 29 stages Normal: 2 stages
Max Rank
Diamond I rank badge
Diamond I
Apothecary Incisus portrait
Incisus Elite: 16 stages Normal: 12 stages
Max Rank
Silver I rank badge
Silver I
Isabella Mariken portrait
Isa Elite: 24 stages Normal: 2 stages
Max Rank
Gold III rank badge
Gold III
Roswitha Esther portrait
Rosie Elite: 18 stages Normal: 0 stages
Max Rank
Gold I rank badge
Gold I
Battle Sister Vindicta portrait
Vindi Elite: 5 stages Normal: 12 stages
Max Rank
Diamond II rank badge
Diamond II
Thaddeus Noble portrait
Thad Elite: 10 stages Normal: 0 stages
Max Rank
Diamond III rank badge
Diamond III
Morvenn Vahl portrait
Morvenn Elite: 6 stages Normal: 2 stages
Max Rank
Gold II rank badge
Gold II
Brother Raimund Burchard portrait
Burchard Elite: 2 stages Normal: 0 stages
Max Rank
Gold I rank badge
Gold I
Kut Skoden portrait
Kut Elite: 1 stage Normal: 0 stages
Max Rank
Bronze III rank badge
Bronze III
Ragnar Blackmane portrait
Rag Elite: 1 stage Normal: 0 stages
Max Rank
Diamond II rank badge
Diamond II

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