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"Darkest Dungeon": The Leper Skill Guide

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Using the Leper in Darkest Dungeon

Darkest Dungeon is a pretty tough game the first time you jump into it. Characters will die, you'll struggle to keep your party sane, and it can be overwhelming at first glance to choose who to take on your next quest.

This guide focuses on the Leper's character class and skills. It also includes a general build to try out. This article is meant to be used as a roadmap for the newer player who wants some help getting their head around things. Please leave a comment if you feel anything has been left out so that we can all benefit from it.

It's also worth noting that Darkest Dungeon has undergone repeated alterations and tweaks to class skills as it has been developed. Therefore, whilst I will strive to be as accurate as possible, all of the information may not be 100% correct, so always double-check with your game in case skill properties have been altered in some way.



The Leper is one of the most focused units in Darkest Dungeon. His entire role is to attack, keeping attacking, and, hopefully, after all that bloodshed, the threat is in pieces.

Compared to other combat units, the most unique feature about the Leper is that he's so aggressively slanted. Like the Hellion, the Leper doesn't divide his combat skills between fighting and protecting party members. The goal with the Leper is not to tank. Instead, his support abilities largely focus on improving himself with hefty, self-targeting buffs.

He boasts phenomenal phenomenal HP and damage values, the latter only getting higher when he starts buffing himself. As is usually the case with tougher characters, the Leper is cursed with abysmal speed, rivaling the Crusader for being the clunkiest character on the battlefield.


Position: 1st or 2nd rank
Target: 1st or 2nd rank

The Leper possesses the usual combat skill that almost all characters have. The most frustrating aspect with the Leper is that he's apparently cursed with underwhelming accuracy. Chop starts with a base accuracy of 75, ten points lower than some other characters. Presumably this is to offset his impressive stats (he does hit incredibly hard), but it's worth noting that if he's ever hit with an accuracy debuff he's likely to start missing…


Position: 1st or 2nd rank
Target: 1st and 2nd rank

Effectively the same as the Crusader's Zealous Persecution. A move like this is definitely handy to have around in order to save turns clearing away the chaff in cluttered fights. More than any other unit at your disposal, close combat units are always at the whim of rank orders. Typically, they can only hit the front two ranks, and so any skill that lets them clear this way faster is worth considering.

And again, note the low standard accuracy of 75. Always check your odds of hitting with the Leper before committing to your attack.


Position: 1st or 2nd rank
Target: 1st rank

Purge is a fantastic movement option for the Leper, and is one of the few ways he can help out the party that doesn't involve just hitting things with that big hunk of a sword.

It does minimal damage to the front rank target but pushes them to the back rank, along with clearing away all corpses. Typically, knocking the front rank unit to the back will leave them hopelessly out of place and attacking you with significantly weaker moves. Likewise, the corpse removal aspect ensures that units hiding at the back are dragged forward, perfect for the Leper to begin his beat down.

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Position: 1st or 2nd rank
Target: Self

The first of the Leper's multiple self-targeting buffs. Revenge is arguably the best buff that the character has access to, boosting his damage, accuracy and critical hit rate, at the cost of reduced protection and dodge.

More than most characters, the Leper will welcome that boost to his accuracy, and the buff to his damage and critical hits is right in line with his overall game plan. Don't worry too much about the reduction to his defence, the Leper can weather hits better than most other characters thanks to his gargantuan HP value.

As always, if you're using this skill, upgrade it immediately. Not only does it improve every aspect of the buff, but the debuff elements remain exactly the same, meaning you're simply getting more value from it.


Position: 1st or 2nd rank
Target: Self

The more defensive buff to compliment the aggressive nature of Revenge. As you'd perhaps expect, this is easily the weakest buff that the Leper can use, boosting his protection by 25%, along with a slight stress heal.

It's clear that the goal is to use this alongside Revenge in order to reduce the costs that come with using that skill. However, it's already asking a lot to spend a turn using one move that deals no damage, let alone two.

On the whole, the Leper is perfectly capable of dealing with the negative effects of Revenge without having to resort to constantly using Withstand.


Position: 1st or 2nd rank
Target: Self

Another defensive-minded buff for the Leper, Solemnity is much more useful than Withstand, simply thanks to the number of benefits it brings with it. Along with a decent healing effect, Solemnity provides a 25% boost to the Leper's, bleed, blight, debuff and move resistances. These resistances help cover for the Leper's otherwise distinct weakness to bleed effects, as he has one of the lowest base bleed resistances in the game.

This can be of tremendous use in longer fights, where the threat of getting hit multiple times with damage over time effects can be a real concern. Likewise, the decent healing effect can free up a Vestal or Occultist to heal another character, getting your team back on track in a much quicker fashion.


Position: 1st or 2nd rank
Target: 1st and 2nd rank

A flavourful but somewhat underwhelming move, to begin with, Intimidate is a multi-hitting attack that does reduced damage (-75% damage modifier) but inflicts both targets with a damage and accuracy debuff. Unfortunately, the debuffs only have an 80% success rate, meaning, when combined with your opponent's resistances, they're not always going to hit the mark.

Still, when fully upgraded, the debuff hits with much greater strength and accuracy, inflicting a whopping -33% damage penalty on the two targets. With Intimidate it's perhaps best to think of it as a long term investment and begin upgrading it once the Leper has gained a few levels.

Sample Build

Here's a sample build for using the Leper:

  • Chop
  • Purge/Intimidate
  • Revenge
  • Solemnity

With this build, the Leper operates as a highly independent damage dealing unit. Most turns you want to be using Chop, in many cases after having paved the way with a Revenge. Solemnity is there to help in longer fights and makes the Leper a good choice for whenever you don't have a dedicated healing unit to take along on a quest.

Purge or Intimidate are there to prevent the unit from becoming too one-note by giving him some more versatility. On the whole, Purge is better in a random encounter, but, if you know you're going up against a powerful group, or a boss, then Intimidate might be the better option.

Overall, the Leper is possibly one of the overall weaker units in Darkest Dungeon. This isn't necessarily through any fault of his own, but simply because of other units, like the Crusader and Hellion, do his job but arguably better and with more versatility.

Still, with proper tuning, he's a strong unit to have on your team, and, perhaps more so than any other unit in the game, rarely needs someone to help back him up.

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