Discover all the Greatclubs that you can use in Baldur’s Gate 3 and find out which ones are the best for your playthrough.
Greatclubs are simple melee weapons that can deal high damage in combat. You can equip it to your character’s main hand weapon slot in the inventory, providing additional bonuses and buffs. The user needs Simple weapon proficiency or suffers penalties while wearing the weapon. Rat Bat and Punch-Drunk Bastard are the best great clubs to use in combat due to their unique benefits and properties. Selecting the best one is crucial because your gameplay mostly depends on it if you’re a melee player. In this guide, we’ll discuss all Greatclubs in Baldur’s Gate 3, their properties, and the unique bonuses they provide to players in combat.
Greatclubs Overview in BG3
Greatclubs in Baldur’s Gate 3 are two-handed simple melee weapon that deals 1d8 (1~8) damage without enchantment. Moreover, some of the early game Greatclubs deal 2d8 to 2d12 damage, but humanoids cannot use them. They have a range of 1.5m, and deal Bludgeoning Damage to targets. Greatclubs come with weapons actions such as Tenacity and Concussive Smash. They are a common choice for Strength-based builds due to their reliable damage output and synergy with specific feats and abilities. However, some Greatclub abilities can target multiple enemies, making them useful for crowd control.
This type of weapon prevents the use of shields, leaving you with lower AC. They cannot switch to one-handed mode, unlike other versatile weapons. Use mobility spells to ensure you can consistently engage enemies in melee while using this type of weapon.
What is Greatclub’s purpose in BG3?
Greatclubs in Baldur’s Gate 3 aims to act as powerful two-handed weapons, dealing consistent, high melee damage on a battlefield. They are specially designed for characters who prefer capabilities, making them a solid choice for Strength-based builds. They suit characters who thrive on engaging enemies directly and can be used by a variety of classes and builds.
- Tenacity – When you miss an attack, deal Bludgeoning damage equal to your Strength modifier anyway (minimum of 1).
- Concussive Smash – This weapon action allows you to hit an enemy with all your might to deal damage and possibly Daze them.
Greatclubs in BG3 make the user a consistent source of melee damage, especially against single targets or groups. However, this weapon type requires high Strength to hit consistently and deal maximum damage but offers less versatility compared to one-handed weapons. They serve a complete role in dealing consistent and powerful melee damage and suit well for players who prefer raw damage output over defense.
List of All Greatclubs in BG3
Here are all the Greatclubs in Baldur’s Gate 3 including their damage, damage types, and special.
Weapon | Rarity | Damage | Damage Type | Special |
---|---|---|---|---|
Greatclub | Common | 1d8 | Bludgeoning | – |
Greatclub (Minotaur) | Common | 2d12 | Bludgeoning | Not usable by humanoids |
Gnarled Tree Branch | Common | 2d8 | Bludgeoning | Not usable by humanoids |
Heavy Spike Club | Common | 2d8 | Bludgeoning | Not usable by humanoids |
Argument Solver | Uncommon | 1d8 +1 | Bludgeoning | Poison Mist (Weapon Action): On a hit, deal extra Poison damage equal to your proficiency bonus and surround the target in a noxious cloud that possibly Poisons those within it. |
Greatclub +1 | Uncommon | 1d8 +1 | Bludgeoning | – |
Punch-Drunk Bastard | Rare | 1d8 +1 | Bludgeoning | Tippler’s Rage (Passive): While you are Drunk, you have Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4 Thunder damage for 3m. |
Rat Bat | Rare | 1d8 +1 1d6 | Bludgeoning Piercing | Rat Catcher (Passive): Attack Rolls against beasts have Advantage. |
Tips and Tricks for Using Greatclubs in BG3
Here are all the tips and tricks for using Greatclubs in Baldur’s Gate 3.
- Choose the right character class. The fighter and Barbarian are ideal for Greatclubs due to their high Strength, proficiency with simple weapons, and multiple attacks. Multiclassing can create synergistic builds.
- The attacks from Greatclubs are Strength-based, so focus on boosting this attribute to enhance your damage output and attack rolls.
- Before equipping any Greatclub, make sure to check their unique effects, and abilities, and pair them with appropriate tactics.
- If you get your hands on Punch-Drunk Bastard, get your character drunk to deal extensive damage on attack rolls. It will also help you take down multiple enemies at once.
- Consider mobility-increasing spells like Misty Step or equipment that enhances speed if you struggle in close-range combat.
- Use spells like Bless or Haste to improve your attack rolls and damage output.
- Pair Rage with Extra Attack and heavy armor proficiency or add it as Barbarian/Fighter or add utility and ranged options with spells such as Eldritch Knight.
Best Greatclubs in BG3
Here are the best Greatclubs in Baldur’s Gate 3 to use in combat.
- Rat Bat: Rat Bat is a Rare Greatclub with +1 Enchantment that allows you to deal 1d8 +1 Bludgeoning damage. Moreover, it also deals with additional 1d6 piercing damage while using the concussive smash weapon. Lastly, if you go up against the beasts, it will provide you with an advantage on every attack roll.
- Punch-Drunk Bastard: Punch-Drunk Bastard is another Rare Greatclub with +1 Enchantment. Equipping this weapon grants you two unique weapon actions Cleave and Backbreaker. Moreover, the passive nature of this weapon grants you an advantage in attack rolls when you are drunk. Furthermore, with every attack, you create a blast that deals 1d4 Thunder Damage to all targets within its vicinity.
- Argument Solver: An Uncommon Greatclub with +1 Enchantment. Equipping this weapon on your character will grant Backbreaker, an additional weapon action. Moreover, it also grants a weapon-exclusive action called poison mist that allows you to deal with additional poison damage on a hit and possibly inflict poison on the target.
1. Rat Bat
Damage | Enchantment | Weapon Skills | Locations |
---|---|---|---|
1d8 +1 Bludgeoning and 1d6 Piercing | +1 | Rat Catcher (Passive) | You can find it in The Waning Moon at X: -224 Y: -78, Act 2 |
Rat Bat is the most damage-dealing Greatclub that you can acquire in Baldur’s Gate 3. It has a base damage of 1d8+1 and deals an extra 1d6 Piercing damage on attacks. Despite not having the Tenacity weapon action, you can deal extensive damage with Concussive Smash alone. Moreover, it has a passive ability called Rat Catcher. It grants the wielder an Advantage on Attack Rolls against the Beasts. So, going up against the Spiders, Bears, Wolves, etc. will make your encounters a lot easier with this weapon.
2. Punch-Drunk Bastard
Damage | Enchantment | Weapon Skills | Locations |
---|---|---|---|
1d8 +1 Bludgeoning | +1 | Tippler’s Rage (Passive) | You can find it in a chest in the back area to the west, next to a trapped cage door in The Waning Moon at X: -259 Y: -92, Act 2. |
Punch-Drunk Bastard is the most unique Greatclub in Baldur’s Gate 3. In addition to the normal concussive smash action, this weapon also grants backbreaker and clearance. Backbreaker is a hard strike that lets you knock down an enemy and apply the Prone condition on them. Cleave action lets you swing the club in a large arc to hit multiple enemies at a time.
Moreover, this weapon has an exclusive passive called Tippler’s Rage in addition to these attacks. The Tippler’s Rage allows you to gain an Advantage on Attack Rolls and create a blast that deals 1d4 Thunder damage on attacks. However, you must be drunk to achieve the benefits of the passive.
3. Argument Solver
Damage | Enchantment | Weapon Skills | Locations |
---|---|---|---|
1d8 +1 Bludgeoning | +1 | Poison Mist (Weapon Action) | Dropped by the orge Mig in Moonrise Towers at X: -196 Y: -195, Act 2. |
Argument Solver is an Uncommon Greatclub that can give you damage even on a missed attack and also unlocks a special weapon action. The Tenacity bonus will allow you to deal at least 4 Bludgeoning damage even if you miss your attack. However, this perk will only apply if you equip the Argument Solver to your main hand and are proficient in the weapon type.
Additionally, the Argument Solver also comes with a special weapon action called Poison Mist. Using this attack will deal extra Poison damage to your target equal to your proficiency bonus. Furthermore, you will also surround the enemy in a noxious cloud that can potentially Poison anyone else who steps within range. Finally, you can use this action once per Short Rest.
FAQs about All Greatclubs in BG3
Are there Greatclubs in Baldur’s Gate 3?
Yes, Greatclubs are available as a weapon type in Baldur’s Gate 3. These are two-handed melee weapons that most of the classes can use.
How many Greatclubs are there in bg3?
There are 8 Greatclubs in Baldur’s Gate 3 ranging from the nonmagical type to special/magical type variants.
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