Verified against Patch 8 (final BG3 patch). Honour Mode mechanics confirmed via bg3.wiki.
Extra Attack doesn’t stack across classes in Honour Mode. That single rule, buried in the Extra Attack entry on bg3.wiki, invalidates roughly half the multiclass builds you’ll find in online guides — builds that hit three attacks per turn on Tactician and then drop to two the moment legendary actions appear.
BG3 caps your character at level 12 across all classes combined. Every level split is a tradeoff: the two Warlock levels that give you Agonising Blast also delay your sixth Paladin level and Aura of Protection by a full act. Getting the split wrong doesn’t just make you weaker — it strips features you need for Acts 2 and 3.
This guide ranks the 10 strongest multiclass combinations by three criteria: versatility across all encounter types, raw power ceiling, and Honour Mode viability. Each build includes the exact level split, the core mechanic that makes the combination work, and what breaks in Honour Mode. For a framework-based breakdown of which class dips are worth taking at all, see the BG3 Multiclass Guide.
Player Type — Which Build Fits You
Before choosing a build, identify your playstyle. The build that clears Honour Mode fastest isn’t always the most fun to run.
| Player Type | Best Pick | Why |
|---|---|---|
| New player | #4 Lockadin or #9 Moon Druid | Self-contained, forgiving, no rotation to memorise |
| Casual (story + combat) | #3 Sorlock or #6 Bardadin | Flexible toolkit, never truly stuck on a single mechanic |
| Hardcore / optimiser | #1 Sorcadin or #2 Gloomstalker | Maximum power ceiling, Honour Mode-tested rotations |
| Completionist | #5 Open Hand Monk or #10 Stars Druid | High action density, interesting decisions every turn |
Top 10 Comparison Table
| # | Build | Split | Versatility | Power Ceiling | Honour Mode |
|---|---|---|---|---|---|
| 1 | Sorcadin | Sorc 6 / Paladin 6 | High | Excellent | Excellent |
| 2 | Gloomstalker Assassin | Ranger 5 / Rogue 4 / Fighter 3 | Medium | Excellent | Excellent |
| 3 | Sorlock | Sorc 7 / Warlock 5 | Excellent | High | High |
| 4 | Lockadin | Paladin 7 / Warlock 5 | High | High | Medium |
| 5 | Open Hand Monk / Thief | Monk 9 / Rogue 3 | Medium | Excellent | High |
| 6 | Bardadin | Bard 6 / Paladin 6 | High | High | Medium |
| 7 | Barbarian Thrower | Barb 5 / Rogue 4 / Fighter 3 | High | Medium | Medium |
| 8 | Bladesinger Bard | Bard 10 / Wizard 2 | High | Medium | Medium |
| 9 | Moon Druid / War Cleric | Druid 10 / Cleric 2 | Medium | Medium | Medium |
| 10 | Stars Druid / Light Cleric | Druid 7 / Cleric 5 | High | Medium | Medium |

#1 — Sorcadin (Shadow Magic Sorcerer 6 / Vengeance Paladin 6)
The Sorcadin is the strongest all-rounder in the game and the only top-tier build that dominates Honour Mode through a lockdown rotation rather than raw attack count. The core mechanic: spend Sorcery Points to Quicken Hold Person as a bonus action — targets paralysed within 3 metres automatically fail the save, and every melee attack against them is an automatic critical hit. Then swing twice with your Extra Attack action, burning Paladin spell slots on Divine Smite. Both smites double on the crit. At Charisma 20 with full Act 3 gear, a single turn can strip 150+ HP from an Act 3 boss before it takes a single action.
Shadow Magic Sorcerer at level 6 adds Shadow Walk (teleport to any dark surface as a bonus action) and the ability to see through magical darkness — which pairs directly with Darkness to make the character nearly untargetable while keeping all attack options open. Vengeance Paladin at level 6 adds Aura of Protection (Charisma modifier to all party saving throws within 3 metres) and the Vow of Enmity channel ability (Advantage on attacks against one target for two turns).
Level split: Sorcerer 1–6 first (Metamagic at level 3, Shadow Walk at level 6), then Paladin 1–6 (Extra Attack at level 5, Aura of Protection at level 6). Charisma 17 at character creation; target 22 by Act 3 via ability improvements and the Mirror of Loss at Sorcerous Sundries.
Honour Mode verdict: Excellent. The Quickened Hold Person into crit rotation bypasses the Extra Attack stacking restriction entirely — you’re not relying on three attacks per action, you’re relying on two guaranteed crits with doubled smite damage. Legendary actions fire as reactions; a paralysed boss cannot use them on the turn it’s locked down.
When NOT to use: Acts 1–2 before Quickened Spell comes online at Sorcerer level 3. Also avoid if your party already runs a Darkness caster — two darkness bubbles conflict unless everyone has Devil’s Sight. The build requires managing Sorcery Points carefully across a long dungeon without a short rest.
For the base Sorcerer class, see the BG3 Storm Sorcerer build.
#2 — Gloomstalker Assassin (Ranger 5 / Rogue 4 / Fighter 3)
The Gloomstalker Assassin is the best Honour Mode build for players who want fights to end before an enemy takes a single turn. The mechanism: approach from stealth, trigger a surprise round, and use the Assassin’s core rule — all attack rolls against a Surprised creature are automatic critical hits. Dread Ambusher (Gloomstalker level 3) adds +3 to Initiative and an extra attack on the first turn. Action Surge (Fighter level 2) gives a full second action. In optimal conditions, this produces six attacks in round one, all crits, before any enemy activates.
The three-class split reaches its peak at character level 12: five Ranger levels give Extra Attack and the full Gloomstalker suite including Umbral Shroud (vanish mid-combat to reset Surprised status), four Rogue levels give Assassin subclass at level 3 and an Ability Score Improvement at level 4, and three Fighter levels give Action Surge and Battle Master manoeuvres including Trip Attack for bonus prone on ranged strikes.
Level split: Start Ranger 1–5 (Extra Attack at level 5), then Rogue 1–4 (Assassin at level 3), then Fighter 1–3 (Action Surge at level 2). Dexterity 17 at creation; take Sharpshooter once Dexterity hits 20. Titanstring Bow with Hill Giant Strength elixir (Strength 27) for peak Act 3 damage.
Honour Mode verdict: Excellent. The surprise round crit rule has no Honour Mode caveat — it applies consistently on all difficulties. Since the build wins combat before legendary actions fire, it sidesteps the Extra Attack stacking restriction entirely. The main risk is failing to achieve surprise: always use Umbral Shroud to vanish mid-combat and reset Surprised status on isolated enemies.
When NOT to use: Encounters that cannot be approached from stealth (scripted ambushes, dialogue-triggered fights). Pure caster parties where no one handles sustained damage if the target survives the surprise round. See the BG3 Ranger build and BG3 Assassin Rogue build for single-class versions.
#3 — Sorlock (Shadow Magic Sorcerer 7 / Fiend Warlock 5)
The Sorlock is the most versatile caster multiclass in BG3 and the only top-tier build that never runs dry mid-dungeon. Warlock’s Pact Magic refreshes on a short rest; Sorcerer spell slots recharge on a long rest. The 7/5 split means you always have slots available regardless of where you are in an act. The core loop: cast Hex as a bonus action (necrotic bonus per hit, concentration), then fire Eldritch Blast as your action (three beams at full level, each applying the Hex bonus and Agonising Blast modifier). Quickened Spell lets you fire Eldritch Blast as a bonus action on turns when your action goes to a concentration spell.
Five Warlock levels unlock Deepened Pact for Pact of the Blade melee mode, two Eldritch Invocations (Agonising Blast and Devil’s Sight), and Eldritch Blast at full power. Shadow Magic Sorcerer at level 6 adds Eyes of the Dark — Darkness for free, with native darkvision through it. Combine with Devil’s Sight and you fight in a darkness cloud where you hit everything and nothing targets you effectively.
Level split: Sorcerer 1–3 (Metamagic at level 3), Warlock 1–5 (Deepened Pact at level 5), Sorcerer 4–7. Charisma 17 at creation. The 10 Sorc / 2 Warlock split works for pure spellcasting if you never want to enter melee.
Honour Mode verdict: High. Darkness makes the character nearly untargetable — enemies have Disadvantage while you attack with Advantage. Deepened Pact doesn’t grant an additional Extra Attack in Honour Mode, so melee mode uses two attacks. The caster mode (Eldritch Blast chains) is unaffected and remains the primary option.
When NOT to use: If your party already has a Darkness user — two bubbles conflict. Avoid if you’re uncomfortable managing concentration spells; losing Hex mid-fight costs significant damage per turn.
#4 — Lockadin (Oathbreaker Paladin 7 / Fiend Warlock 5)
The Lockadin is the most beginner-friendly high-tier multiclass in BG3. Both classes run entirely on Charisma — Warlock’s Pact of the Blade uses Charisma for weapon attacks, Paladin’s spell DCs and Aura of Protection scale off Charisma, and all social skill checks use the same stat. Dump Strength at character creation. Put everything into Charisma (17) and Constitution (16). You never need to split stat investment between combat and dialogue.
The Darkness plus Devil’s Sight combination (Warlock level 2 for the invocation) gives permanent Advantage on all melee attacks while enemies suffer Disadvantage against you. In Honour Mode, this drops the enemy critical hit chance from 5% to 0.25% — meaningful when legendary action crits can end a run instantly. Oathbreaker at Paladin level 7 adds Aura of Hate: Charisma modifier added to all melee attacks within 3 metres, turning nearby party members into Charisma-scaled damage dealers.
Level split: Paladin 1–7 (Extra Attack at level 5, Aura of Protection at level 6, Aura of Hate at level 7), Warlock 1–5 (Deepened Pact at level 5). Charisma 17 at creation; target 24 by Act 3 via Birthright headgear (+2), ASI (+2), and Mirror of Loss (+2).
Honour Mode verdict: Medium. Deepened Pact doesn’t stack with Paladin’s Extra Attack in Honour Mode — two attacks per action, not three. The build compensates through Divine Smite burst on those two attacks and the Darkness survivability that keeps it alive through legendary action rounds. Budget an extra combat turn compared to the Sorcadin for killing the same boss.
When NOT to use: Parties with another melee character competing for the same Darkness area. If the party lacks any crowd control, the Lockadin needs a full setup round to cast Darkness before attacking, which can be interrupted by bad initiative rolls. See the Oathbreaker Paladin build for subclass depth.
#5 — Open Hand Monk / Thief Rogue (Monk 9 / Rogue 3)
The Open Hand Monk / Thief Rogue has the highest melee strike count of any build on this list at full strength. The mechanism: Thief Rogue at level 3 grants Fast Hands — a second bonus action. Monks spend bonus actions on Flurry of Blows (two unarmed strikes, 1 Ki point each use). Two bonus actions mean two Flurries per turn: four bonus strikes layered on top of two regular attacks from Extra Attack. That’s six strikes per turn, all unarmed.
The damage multiplier is Tavern Brawler feat (take at Monk level 4): adds your Strength modifier to every unarmed strike and improves unarmed die to d4. At Strength 27 from the Hill Giant Strength elixir (standard Act 3 consumable), each strike adds +8 before the d4 roll. Six strikes at d4+8 averages around 72 damage per turn before Open Hand Technique effects — choose prone, push, or prevent reactions on each Flurry hit.
Level split: Monk 1–5 (Extra Attack at level 5), Rogue 1–3 (Fast Hands at Thief level 3), Monk 6–9 (Wholeness of Body at level 6). Tavern Brawler at Monk level 4 ASI. Prioritise Strength and Wisdom; Dexterity third for unarmoured AC.
Honour Mode verdict: High. Flurry of Blows is a Ki feature, not Extra Attack — the Honour Mode stacking restriction does not apply. All six strikes function as intended. Main caveat: elixir dependency. Hill Giant Strength elixir is available in quantity from Act 3 vendors, but running out mid-act cuts damage significantly. Keep ten or more in stock before starting Honour Mode Act 3.
When NOT to use: Acts 1–2 before Tavern Brawler and consistent elixir access. The build underperforms at level 5 and peaks around level 8–9. If elixir tracking bothers you, the Sorlock or Lockadin offer similar tier performance with no consumable dependency.
#6 — Bardadin (Swords Bard 6 / Vengeance Paladin 6)
The Bardadin combines the widest spell list in BG3 with Paladin’s Divine Smite burst. Swords Bard at level 6 gives Blade Flourish — a once-per-attack bonus that deals bonus damage (1d6 scaling to 6d6 by Bard level 6) while optionally pushing enemies, granting temporary AC, or repositioning. Paladin level 6 gives Aura of Protection. Charisma runs both classes simultaneously.
The real differentiator is Magical Secrets (Swords Bard level 6): steal any two spells from any class. Standard picks are Spirit Guardians from Cleric (7-metre radiant aura, concentration, sustained damage) and Counterspell from Wizard. Combined with Paladin’s expanded oath spell list, the Bardadin has more spell options per long rest than any other build on this list.
Level split: Bard 1–6 (Blade Flourish and Magical Secrets at level 6), then Paladin 1–6 (Extra Attack at level 5, Aura at level 6). Take Charisma ASI at Bard level 4. The 10 Bard / 2 Paladin split keeps more spell slots but loses Aura of Protection and most Paladin channel abilities.
Honour Mode verdict: Medium. Both Swords Bard and Paladin have Extra Attack — they don’t stack in Honour Mode. Two attacks per action. Blade Flourish fires on each attack regardless. The build compensates with superior crowd control: Hypnotic Pattern, Greater Invisibility, and Hold Monster remove enemies from combat entirely, closing the damage gap indirectly. See the BG3 Paladin build guide for the base class before committing to this split.
When NOT to use: Players who want a single repeatable rotation. The Bardadin’s power comes from reading each encounter and selecting the right spell — it requires knowing the full Bard spell list. If you want a loop you can run on autopilot, pick the Sorcadin.
#7 — Barbarian Giant Thrower (Giant Barb 5 / Thief Rogue 4 / Fighter 3)
The Barbarian Thrower is the most resource-independent build on this list. No spell slots, no elixirs as a core dependency — just thrown weapon attacks scaled off Strength. Giant Barbarian uses Strength to throw weapons with bonus damage. The Thief’s second bonus action lets you throw twice per turn as bonus actions, in addition to two attacks from Extra Attack on the main action. Four throws per turn total, all Strength-scaled.
The weapon of choice is Nyrulna (Act 3 legendary trident from the Circus of the Last Days): it returns to hand after every throw and deals bonus thunder damage. With Tavern Brawler feat adding your Strength modifier to throw damage and Rage providing the standard Barbarian damage bonus, each throw at Strength 27 deals weapon base plus doubled Strength modifier plus Thunder bonus plus Rage. Against flying or spread enemies, this deals consistent damage without any resource expenditure per throw.
Level split: Barbarian 1–5 (Extra Attack at level 5), Rogue 1–4 (Thief Fast Hands at level 3, ASI at level 4), Fighter 1–3 (Action Surge at level 2, Battle Master at level 3). Take Tavern Brawler at Barbarian level 4 ASI.
Honour Mode verdict: Medium. Rage and Extra Attack function normally in Honour Mode. The build’s ceiling is lower than the top three — without spell slot multipliers, it’s outscaled by Sorcadin burst in boss encounters. Excellent for sustained fights across multiple rooms where spell resources matter; weaker in single-room Honour Mode boss fights where you need the enemy dead before it acts.
When NOT to use: If Nyrulna is missed (the Act 3 vendor window is finite). Earlier throwing builds using the Returning Pike work but produce less damage per throw. Not recommended in parties already running two melee characters — throwing builds create positioning conflicts in narrow corridors.
#8 — Bladesinger Bard (Swords Bard 10 / Bladesinger Wizard 2)
The Bladesinger Bard takes two Wizard levels exclusively for Bladesong, then builds all combat power in Swords Bard. Bladesong (bonus action, 1-minute duration) adds your Intelligence modifier to Armour Class while active — at Dexterity 16 and Intelligence 16, Mage Armour plus Bladesong puts you at AC 19 before any other bonuses, with no heavy armour or Strength investment required. Bladesong also adds Intelligence to concentration saving throws, which keeps Greater Invisibility active after taking hits.
Swords Bard 10 provides Blade Flourish, two uses of Magical Secrets, Extra Attack, and the full Bard spell slot table up to fifth level. Magical Secrets choices: Spirit Guardians for sustained area damage, plus Haste or Counterspell depending on party needs. The combination of melee damage (Blade Flourish plus Extra Attack), high AC through Bladesong, and flexible spell access makes this the most well-rounded hybrid on the list.
Level split: Bard 1–10 (Blade Flourish, Extra Attack, Magical Secrets all by level 10), then Wizard 1–2 (Bladesong at Bladesinger level 2). Intelligence at 14 minimum at character creation. Charisma 17, Dexterity 16. Note the stat competition — this build wants Charisma, Intelligence, and Dexterity all meaningfully invested, which limits how high any one stat goes before Act 3 gear. See the BG3 Wizard build guide for Bladesinger subclass mechanics.
Honour Mode verdict: Medium. Bladesong’s concentration protection is its biggest Honour Mode asset: keeping Greater Invisibility active after legendary action hits grants near-permanent Advantage while staying difficult to target. Damage ceiling is lower than the top five. Best used as the “utility melee” role in a party where another character handles burst.
When NOT to use: Players who want to focus on Intelligence-based spellcasting — two Wizard levels is not enough spell slots to function as a primary caster. This is a melee Bard who borrows Bladesong. If you want a full Wizard experience, build pure Wizard.
#9 — Moon Druid / War Cleric (Moon Druid 10 / War Cleric 2)
The Moon Druid / War Cleric is the tankiest multiclass in BG3. Wild Shape gives you a second health pool — when beast form HP drops to zero, you revert to your original HP, effectively doubling your total effective hit points per long rest at full Wild Shape charges. War Cleric at level 2 adds War Priest: bonus action weapon attacks that recharge on long rest, with charges equal to your Wisdom modifier. In beast form, War Priest charges trigger off unarmed attacks — and Tavern Brawler applies in Wild Shape.
The Owlbear form (available at Druid level 6) averages 2d6+8 per strike at Strength 27 from a Hill Giant Strength elixir. Stack War Priest bonus action strikes on top and the Moon Druid deals genuine damage while absorbing twice the punishment of a standard front-liner. The two-health-pool mechanic is the same on all difficulties, including Honour Mode.
Level split: Druid 1–10 (Wild Shape improvements at levels 2, 4, 6, 8, 10), then Cleric 1–2 (War Priest at Cleric level 1). Take Tavern Brawler early. Wisdom 17 at creation; target 20 for maximum War Priest charges and spell save DC. Start as Cleric level 1 — multiclassing into Cleric does not grant armour proficiency, but starting Cleric gives medium armour. See the BG3 Druid build guide for Wild Shape level gates.
Honour Mode verdict: Medium. Double health pool survivability applies consistently. The damage output is real but lower than the top five builds — Honour Mode encounters designed for fast kills may exhaust both health pools before the fight ends. Strongest in sustained multi-wave encounters and resource-intensive dungeons; weaker in single-room boss fights with legendary actions.
When NOT to use: Parties already running a front-line tank. Two Wild Shape builds in one party share the same bonus action economy and create conflicting Wild Shape management. Not recommended if tracking beast form HP separately from character HP creates cognitive load you don’t want.
#10 — Stars Druid / Light Cleric (Stars Druid 7 / Light Cleric 5)
The Stars Druid / Light Cleric is the best support multiclass in BG3 and the build with the highest passive contribution to Honour Mode survival for the full party. Light Cleric at level 1 adds Warding Flare as a reaction: impose Disadvantage on one incoming attack roll per turn. In Honour Mode, this drops the enemy critical hit chance from 5% to 0.25% — near-immunity to crits for one party member each round, applied as a reaction with no action cost.
Stars Druid at level 2 enters Starry Form: Archer form adds a bonus radiant cantrip attack each time you cast a spell or cantrip, Chalice form adds healing to party members when you cast healing spells, Dragon form adds Intelligence to concentration saving throw checks. At level 7, Cosmic Omen triggers at the start of each combat: roll a die, then add +1d6 or subtract 1d6 from any one roll per turn until the next long rest. It costs no action, spell slot, or bonus action — it’s pure free value.
Level split: Druid 1–7 (Starry Form at level 2, Cosmic Omen at level 7), then Cleric 1–5 (Warding Flare at level 1, Radiance of Dawn at level 2, Destructive Wave access at level 5). Start as Cleric 1 for medium armour proficiency. Wisdom 17 at creation; target 20 for maximum Druid spell DCs and Cleric spell power.
Honour Mode verdict: Medium. Warding Flare is the highest defensive contribution any single ability provides to a full party in Honour Mode — one reaction, zero cost, near-crit immunity on demand. Personal damage is the lowest on this list. In full parties with a Sorcadin or Gloomstalker handling kills, this build elevates Honour Mode survival for everyone. In solo runs, the damage deficit is unacceptable.
When NOT to use: Solo runs or two-person parties where every character must contribute damage. If your party already has a dedicated healer, Chalice form healing overlaps with their role. The Warding Flare requires actively tracking which incoming attack is worth using the reaction on — wasting it on a likely-miss attack removes its Honour Mode value.
Decision Framework — Which Build to Start
- Want the strongest possible Honour Mode run → #1 Sorcadin
- Want fights to end before enemies act → #2 Gloomstalker Assassin
- Want one character that handles any situation → #3 Sorlock
- Hate spell slot management, want simple melee → #4 Lockadin
- Want maximum strikes per turn, enjoy unarmed combat → #5 Monk / Thief
- Want the most spell options in the game → #6 Bardadin
- Want resource-free ranged damage and no spell upkeep → #7 Barbarian Thrower
- Want melee damage plus high AC and Bard flexibility → #8 Bladesinger Bard
- Want to absorb damage and be unkillable → #9 Moon Druid / War Cleric
- Want to carry your full party through Honour Mode → #10 Stars Druid / Light Cleric
For context on each base class before committing to a split, the BG3 Beginner’s Guide covers every class, and the BG3 Best Builds hub links to every individual class guide published on this site.
Frequently Asked Questions
Does Extra Attack stack when multiclassing in BG3?
On Honour Mode, no. Extra Attack does not stack across classes — a Paladin 5 / Warlock 5 with Deepened Pact gets two attacks per action, not three. On Balanced and Tactician, Deepened Pact previously stacked, but this does not carry into Honour Mode. Confirmed via bg3.wiki’s Extra Attack entry. This affects Lockadin, Bardadin, and Sorlock melee mode. Builds like the Sorcadin (paralysis plus crit rotation) and Monk / Thief (Ki-based Flurry of Blows) avoid this restriction entirely.
What is the best multiclass for a first Honour Mode run?
The Sorcadin (#1) has the highest ceiling but requires managing Sorcery Points. For a safer first run, the Lockadin (#4) is more forgiving: Darkness plus Divine Smite covers most encounters, there’s no Sorcery Point tracking, and Aura of Courage prevents the Frightened legendary action from landing. Pair it with a Stars Druid / Light Cleric companion for Warding Flare cover on legendary action crits.
Can you multiclass in Honour Mode from the start?
Yes. Multiclassing is available from level 2 onward on all difficulties except Explorer. Honour Mode uses the same multiclassing rules as other difficulties, with the Extra Attack stacking restriction applying throughout. Plan your full level split before starting — respeccing is available from Act 1 at Withers for a gold cost, so mistakes can be corrected, but early levels feel weaker if you start splitting before the key power spikes.
Is the Sorlock still viable after Patch 8?
Yes. Patch 8 added Shadow Magic Sorcerer as a new subclass (which improves the Sorlock’s Darkness strategy), made no changes to Eldritch Blast or Warlock invocations, and left Metamagic intact. The Sorlock ranks third here because the Sorcadin edges it on Honour Mode burst, not because of any nerfs. In longer dungeons without short rest access, the Sorlock’s short-rest Warlock slots are actually a stronger resource model than the Sorcadin’s long-rest-dependent spell slots.
Key Takeaways
- Extra Attack does not stack in Honour Mode — plan your split before committing.
- Sorcadin and Gloomstalker bypass this restriction through paralysis crits and surprise round crits.
- Honour Mode rewards builds that kill in one round or lock down before legendary actions fire.
- Lockadin and Bardadin remain viable on Honour Mode through Darkness survivability and crowd control.
- New players start Lockadin. Optimisers start Sorcadin.
Sources
- bg3.wiki — Multiclassing
- bg3.wiki — Extra Attack (Honour Mode stacking rules)
- Hack the Minotaur — BG3 Best Multiclass Builds For 2026
- Hack the Minotaur — Best BG3 Lockadin Build
- Hack the Minotaur — Best BG3 Sorlock Build
- Gamestegy — Gloomstalker Assassin Build
- Gamestegy — Complete Best Builds Tierlist
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
