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☆ Army Battle Guide
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This is a guide on the best army battle formations in Suikoden 2. Find out the best combinations of generals and troops, how to organize them, and a list of all army battle characters and their special abilities!
List of Contents
All Recommended Formations |
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General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:14 DEF: 8 |
・Critical ・Evade ・Cavalry |
This formation focuses on offense, led by Viktor and troops with high attack power. It excels in both offense and defense as it has the abilities Critical, Cavalry, and Evade.
The team consists of resilient characters who won’t die in battle, allowing for continuous attacks.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:14 DEF: 8 |
・Critical ・Melee ・Cavalry |
This formation has the upper hand against magicians and archers in close combat. Critical hits boost attack power, while Cavalry provides excellent mobility.
However, Georg Prime and Lo Wen will die permanently if defeated, so move carefully to keep them safe.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:11 DEF: 10 |
・Critical ・Evade ・Cavalry ・Fire Spears x2 |
While its attack power is slightly lower, the Fire Spear’s area attack makes this formation formidable. It strikes three squares in a straight line, so position carefully to maximize its impact.
The team consists of characters who won’t fall in battle, allowing for relentless attacks.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:11 DEF: 8 |
・Critical ・Melee ・Cavalry |
This formation excels against magicians and archers in close combat. Cavalry skills provide mobility, while critical hits amplify damage output.
However, if Gijimu falls, he will be lost in battle, so handle him with care.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:13 DEF: 9 |
・Critical ・Evade |
This formation balances offense and mobility. Thanks to Evade, it gains a slight defensive boost, making it effective on the front lines.
However, if Tai Ho is defeated, he will be lost in battle, so move with caution.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:7 DEF: 9 |
・Cavalry ・Invention x1 |
Invention can strike enemies within one square, so use Cavalry to advance to the front line and hit multiple targets.
However, with low attack and defense, and Invention being a one-time use, it’s best to retreat and wait after executing the attack.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:9 DEF: 7 |
・Cavalry ・Heal x3 |
This is a healer-focused unit that utilizes Flik’s Cavalry abilities. His unit consists of archers, allowing him to provide support from the rear when not healing.
Due to his low attack power, it’s best for this unit to prioritize healing using Huan's Heal ability.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:7 DEF: 13 |
・Bombard x3 ・Lightning x1 |
This archer team has a long attack range. Use the Bombard or Lightning magic abilities to attack from the rear.
With low attack and defense, it’s best to wait until you’ve exhausted these abilities before taking further action.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:11 DEF: 6 |
・Wind Magic x3 ・Evade ・Heal x3 |
This unit provides rear support with Wind Magic, and can attack enemies from range. It can also defend thanks Evade’s defense boost and the ability to use Heal Self three times.
However, with low defense and no cavalry mobility, careful positioning is essential.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:6 DEF: 6 |
・Forest Walk ・Investigation ・Heal Self x1 ・Bodyguard |
With Forest Walk, you can move long distances through forests, so staying within them is ideal.
Despite low attack and defense, the unit won’t fall in battle thanks to its Bodyguard ability. Push forward to attack, and when needed, use them as a shield to protect allies.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:9 DEF: 8 |
・Fire Magic ・Shortcut |
This rear support unit can attack using the Fire Magic skill. Fire Magic deals damage to any enemy in a one-tile radius, but it can also damage allies caught in the area, so take care when using it.
General | |
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Troops | |
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Attack and Defense | Special Abilities |
ATK:8 DEF: 13 |
・Heavy Armor ・Bright Shield |
This unit stays off the front lines, but can heal large groups of allies with the Bright Shield Rune. Since losing the Hero's unit will cause defeat in battle, the Heavy Armor skill adds extra health to prevent a loss.
General | |
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Maximillian | |
Troops | |
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Attack and Defense | Special Abilities |
ATK:8 DEF: 7 |
・Encourage ・Flight ・Cavalry |
Compared to similar units, Maximillian has low attack and defense, so he's best employed for his Cavalry skill. Encourage allows all surrounding troops to act again, making it a very powerful ability to use in the middle of your formation after allies have attacked. Chaco's Flying ability makes it easier to get in position to use Encourage.
Army Organization Tips |
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If you lack the characters needed to create one of the above formations, you can replace characters with others that have the same ability. For example, if you don't have Pesmerga to use for Team Viktor, using Camus, Miklotov or Klaus will give you the same Cavalry skill.
Note that Special Abilities do not stack, so there is no point in having two characters provide the same ability. Spread characters with similar abilities around to maximize their coverage in your army!
Because a battle will end in defeat if the Hero's unit is lost, organize their support units defensively. Instead of using them for attacks, focus on providing wide-ranging healing support with the Bright Shield Rune from the rear.
When organizing your army makeup, decide on different roles for your generals, such as attacking, defending, or supporting. Using roles, you can clarify what every unit does ahead of time and use every unit to your advantage in battle.
We recommend organizing around three roles: Frontline attackers that strike at close range, rear line attackers that use magic and bows to attack from far away, and support units that heal from the back.
Because Cavalry abilities do not overlap, don't bother putting two cavalry units in the same formation. The Cavalry ability increases a unit's movement range by +2, making it incredibly powerful for increasing mobility.
We recommend attaching Cavalry units like Camus or Miklotov to Infantry generals, since Infantry have low mobilty and short attack range.
You can reorganize your army formations by speaking to Apple in your Headquarters' Great Hall.
Note that excepting certain units like Freed Yamamoto and Tsai, General units are fixed in place. You can only change the positions of Troop characters.
In most cases, speaking to Apple just before a army battle will allow you to organize. Be sure to check on your formations before army battles, as newly recruited characters can be assigned.
Character | Stats | Abilities |
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Type: Infantry ATK:8 DEF: 7 Can Die? No |
Bright Shield: Heals all units within 1 square. |
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Type: Archer ATK:6 DEF: 5 Can Die? Yes |
Self Heal x1: Heals self. Forestwalk: Pass through forests at normal speed (except Cavalry). |
Boris Wizen | Type: Kobold ATK:9 DEF: 8 Can Die? No |
Evade: Chance to avoid enemy attack. |
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Type: Bow Cav. ATK:7 DEF: 7 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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Type: Infantry ATK:11 DEF: 8 Can Die? Yes |
Critical: Chance to deal double damage. |
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Type: Infantry ATK:11 DEF: 8 Can Die? Yes |
No Special Abilities |
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Type: Cavalry ATK:9 DEF: 7 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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Type: Archer ATK:6 DEF: 6 Can Die? No |
Scout: Displays attack success chance for allies and enemies. |
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Type: Cavalry ATK:7 DEF: 12 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. Heavy Armor: Can withstand +1 extra damage (3 swords total) |
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Type: Magician ATK:10 DEF:4 Can Die? No |
Wind Magic x3: Attacks enemies within 3 squares. |
Maximillian | Type: Cavalry ATK:6 DEF: 7 Can Die? Yes |
Cavalry: Unit is mounted with +2 movement range. |
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Type: Magician ATK:9 DEF:6 Can Die? Yes |
Fire Magic x1: Attacks all units within 2 squares (can hit allies). |
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Type: Kobold ATK:10 DEF: 7 Can Die? No |
Critical: Chance to deal double damage. |
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Type: Archer ATK:5 DEF: 6 Can Die? No |
Bombard x3: Can attack 1 enemy within 5 squares. |
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Type: Cavalry ATK:8 DEF: 8 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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Type: Infantry ATK:8 DEF: 7 Can Die? No |
No Special Abilities |
These characters are ranked as Generals, meaning that they will lead units and appear on the battlefield directly during Army Battles.
Before an Army Battle you can assign up to two Troop Characters to each General's unit, improving its stats and giving it special abilities.
Character | Bonuses | Abilities |
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ATK:+0 DEF: +0 Can Die? No |
Invention: Attack all surrounding units (can hit allies). |
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ATK:+1 DEF: +2 Can Die? No |
Evade: Chance to avoid enemy attack. |
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ATK:+0 DEF: +0 Can Die? Yes |
Encourage x2: Surrounding units can act again. |
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ATK:+0 DEF: +1 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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ATK: +0 DEF: +1 Can Die? No |
Flight: Unit can fly, with +2 movement range. Stacks with Cavalry. |
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ATK: +0 DEF: +1 Can Die? Yes |
Investigate: Shows attack and defense success chance. |
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ATK: +0 DEF: +1 Can Die? No |
No Special Abilities |
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ATK: +1 DEF: +0 Can Die? Yes |
Melee: Increase chance to defeat magician or archer units. |
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ATK: +0 DEF: +0 Can Die? No |
Heal x3: Heal unit within 3 squares. |
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ATK: +0 DEF: +2 Can Die? No |
Heavy Armor: Can withstand +1 extra damage (3 swords total) |
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ATK:+0 DEF:+0 Can Die? No |
Lightning Magic x1: Attacks 1 enemy within 3 squares. |
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ATK: +2 DEF: +0 Can Die? No |
Evade: Chance to avoid enemy attack. |
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ATK: +2 DEF: +1 Can Die? No |
Critical: Chance to deal double damage. |
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ATK: +1 DEF: +0 Can Die? Yes |
Self Heal x1: Heals self. |
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ATK: +2 DEF: +0 Can Die? Yes |
Melee: Increase chance to defeat magician or archer units. |
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ATK: +0 DEF: +2 Can Die? Yes |
No Special Abilities |
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ATK:+0 DEF: +1 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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ATK:+1 DEF: +1 Can Die? No |
Self Heal x1: Heals self. |
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ATK:+0 DEF: +0 Can Die? No |
Bodyguard: Prevents characters dying when unit is defeated. |
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ATK:+3 DEF: +0 Can Die? No |
Cavalry: Unit is mounted with +2 movement range. |
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ATK:+1 DEF: +0 Can Die? No |
Critical: Chance to deal double damage. |
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ATK:+3 DEF: +1 Can Die? No |
Critical: Chance to deal double damage. Evade: Chance to avoid enemy attack. |
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ATK:+2 DEF: +1 Can Die? Yes |
No Special Abilities |
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ATK:+0 DEF: +1 Can Die? Yes |
Shortcut: Can move through forests and walls normally. |
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ATK:+1 DEF: +0 Can Die? No |
Fire Spear x2: Damages enemies in a 3 square line |
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ATK:+1 DEF: +1 Can Die? Yes |
No Special Abilities |
These characters are ranked as Troops, meaning that they can be assigned to a General's unit. Troops cannot lead units on their own.
Ability | Effect | Characters |
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Bodyguard | Characters will not die when unit is defeated. Oulan |
Bombard | Attack single unit from up to 5 squares away. Teresa Wisemail |
Bright Shield | Heals all allies within 3 squares. Hero |
Cavalry | Unit is mounted with movement range +2. Camus Flik Hauser Kiba Windamier Klaus Windamier Maximillian Miklotov Pesmerga Valeria |
Critcal | Chance to deal double damage. Jowy Atreides Georg Prime Ridley Wizen Shin Shu |
Encourage | Surrounding units can act again if they have already acted. Annallee |
Evade | Chance to evade enemy attack. Apple Boris Wizen Klaus Windamier Jess Shu |
Fire Magic | Damage all units in a 5-square area (including allies). Mazus |
Fire Spear | Attack all enemies in a 3-square line. Tsai |
Flight | Movement +2, can move over any terrain unhindered (stacks with Cavalry movement bonus). Chaco |
Forestwalk | Can move through forests at normal speed (except if Cavalry). Ayda |
Heal | Heal an ally within 3 squares. Huan |
Heavy Armor | Unit can withstand +1 damage (3 swords total) Humphrey Mintz |
Invention | Damages all units within 1 square, including allies. Adlai |
Investigate | Shows success chance for attack and defense. Emilia |
Lightning Magic | Attacks 1 unit within 5 squares. Jeane |
Melee | Higher chance to defeat magician and archer units. Gijimu Lo Wen |
Heal Self | Heals self. Ayda Koyu Nanami Tuta |
Scout | Displays chance of success when attacking. Kasumi |
Shortcut | Move across any terrain without penalty. Templeton |
Wind Magic Magic | Attacks units within a 3-square range. Luc |
This list of army battle abilities describes each ability's effects and lists the characters that can use it in army battles.
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