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InBaldur’s Gate 3, thefinal battle against the Netherbrainis theculmination of every major choice, alliance, and bond forged throughout your epic journey. As the Netherbrain rises to exert its control over the people of Faerûn and other realms, hope hinges on your ability to challenge the brain andsave Baldur’s Gate from the brink of annihilation.
Whileyour party takes on the Netherbrainby themselves, the allies you’ve gained throughout your journey are also more than willing tostrengthen your assault against the Absolute. Depending on which allies you’ve gathered in your playthrough, here are the best summons you should consider prioritizing in the final battle.
Best Summons To Call Upon Against The Netherbrain’s Forces
Withover 20 summonable allies at your disposal, it’s essential to know who packs the most power and utility to tip the scales in your favor. To help you prioritize, below is a breakdown of the best summons you may call upon in the final battle, based on their effectiveness and strategic value:
Spellcaster (Control/DPS)
High damage, Metamagic, controllable
Massive, wide-area healing
Long-lasting, high-damage fire wall
Blinding + AOE coverage
Resistant, mobile, big explosion
Buffs, tanky, versatile
Great against key enemies
Extra bodies, absorb hits
Solid, but lack player control
Mizora, Agent of Avernus
Mizora is one of the powerful evil allies you’re able to have on your side in the final battle. She plays therole of a sorcererand brings a variety of powerful spells to the table, includingHaste,Disintegrate, andCommand. She also has access toMetamagic with 12 sorcery points, allowing you to cast Twinned Spells, which can be quite useful for concentrating Haste on two companions.
Since she is a player-controlled ally, using Mizora to concentrate on spells while protecting her with Sanctuary can be incredibly powerful.
Balm Of The Moonmaiden
You can call upon Isobel’s help to bestow14d6 healing upon six allies. You should consider using this potent healing in dire situations, especially when some of your allies are on the brink of death. Fortunately, your allies don’t necessarily have to be grouped together to benefit from the spell, as the Balm of the Moonmaiden has a generous 80 ft radius.
Kith’raki Inferno
Kith’rak Voss can be summoned to aid you in the final battle with his Kith’raki Inferno wall of fire,which lasts for 10 turns and deals 12d6 fire damage to any caught in it. The wall of fire can be used to control the battlefield, allowing you to stall enemy aggression. Additionally, you can use the wall of fire to take out the mind flayers that sit back and hurlMagic Missileat your party and allies.
Ironhand Grenadiers
You acquire the Ironhand Grenadiers as summons by helpingBarcus Wrootor Wulbren Bongle destroy the Steel Watch Foundry. These grenadiers areexcellent for dealing massive AOE damage with theirSmokepowder Arrowand causing a blinding effect on enemies.
The Ironhand Grenadiers are especially useful in the battle atop the Netherbrain, where you’ll face the dominated red dragon, several mind flayers, and powerful spellcasters.
Gondian Steel Watcher
Zanner Toobin offers his allyship by letting you summon a re-calibrated Steel Watcher,a construct that is resistant to spells and has advantage on Dexterity saving throws. The Steel Watcher can cover double the distance in a single turn and its failsafe protocol also causes it to self-destruct, dealing massive AOE damage to nearby creatures.
Hellstalker Yurgir
Yurgir is another powerful evil ally who’s great at stopping enemies in their tracks. The infernal Orthon has powerful actions at his disposal, including the ability to turn invisible with a bonus action each turn. Some of Yurgir’s abilities let youcontrol the battlefield by knocking enemies prone or imposing disadvantage on attack rolls with his poisoning strikes.
Sword Of The Silverlight
Dame Aylin is another controllable ally you can call upon for assistance in the final battle. She has access to several useful spells, includingLunar Blessing, Lunar Smite, and Fly, all of which help her slow down enemies, draw their aggression, and buy you valuable time to reach the Netherbrain.
Rolan’s Firestorm/ Larroakan’s Firestom
Depending on the choices you made inAct 3, you’ll either have access toRolan’s Firestorm or Larroakan’s Firestorm AOE abilities. Despite the change in name, these summons are identical. The Firestorm is exceptional for dealing massive single-target damage or small AOE fire and force damage. You should consider reserving it for powerful enemies like the Emperor or the dominated red dragon.
Retinue Of The Vampire Lore
If you help Astarion ascend into the Vampire Lord, he’ll return the favor bysummoning two shadows, two giant skeletons, a werewolf, a ghast, and a shadow mastiff. While these summons aren’t quite as powerful, they are especially good at offering additional targets for enemies to focus on, which can buy you time to reach the brain.
Hellrider Platoon
If you rescued Zevlor in Act 2, you’re able to call upon his might to thwart the forces of Netherbrain. Zevlor brings along with him aHellrider Paladinand aHellrider Cleric. These summons are great counters to the powerful spellcasters that fight under the brain’s command. It’s worth noting that Zevlor fights as an NPC and cannot be controlled by the player.