Current guide status
Current version: Retail 27890
- Current Retail
- Retail 27890
- Last checked
- September 4, 2026
- Page status
- Matches the current Retail baseline.
Release watch: coming_in_hot 27942 is on the coming_in_hot test branch only and is excluded from live-guide claims.
Short answer: Runaway for movement, Duelist for the final assignment
For a first Darkest Dungeon clear on Retail 27890, the Runaway has her clearest case in We Are The Flame: the Shuffling Horror shuffles the party, while the Runaway retains actions across several ranks. The Duelist has the clearest late-game case in Hell is in the Heart: her all-rank Coup de Grâce, stance switch, and Riposte plan still offer direct value when a Burn-first plan may not.
This is a practical assignment, not a claim that either hero makes a quest safe. Darkest Dungeon heroes normally cannot return after completing a quest on Darkest/Stygian difficulties, and retreat can cost a party member. Choose the hero after checking the four equipped skills, companions, Talismans, trinkets, and the actual mission goal.
We Are The Flame: both heroes can survive the shuffle
The first mission centres on the Shuffling Horror, heavy Bleed and Stress pressure, and party shuffles. It rewards a composition with multiple legal ranks and at least one stress recovery answer. The Runaway is a strong fit because Searing Strike, Firefly, Ransack, and Run and Hide give her a real response to different positions instead of one fixed square.
The Duelist also fits if her team carries a recovery plan after a forced move. Riposte has special value against a foe that attacks the party broadly, but the rest of the team still needs to act after the shuffle. Pack Bandages; the cited mission reference says this quest has no enemy Blight attacks, so Antivenom is not the same priority.
Lighting the Way: assign the unprotected job first
The second mission uses three Talismans of the Flame against Revelation, leaving one party member unprotected. It also demands a guard plan, stress management, and room for enemy shuffles. Do not choose a DLC hero here before deciding who receives the three Talismans and who can guard the fourth member.
The Duelist can work as the flexible, talisman-bearing damage slot when the remaining three heroes cover guard, stress recovery, and healing. The Runaway can work only if her movement does not expose the party's unprotected member or consume the action needed to control a Templar fight. This is the least forgiving mission for a composition built around a single clever interaction.
Belly of the Beast: value back-rank access and endurance
Belly of the Beast is an exhausting mission with four campfires, important Food pressure, Blight threats, and White Cell Stalks that can teleport the party. The immediate requirement is reliable back-rank pressure and enough recovery to survive a long route.
Give the Duelist the edge when Coup de Grâce is equipped as the all-rank direct answer and the team can recover from her movement. Give the Runaway the slot when Firefly can pressure the back ranks without leaving the party unable to answer a Stalk. Burn is delayed pressure, so do not make it the only way to remove an urgent target.
Hell is in the Heart: do not make Burn the whole plan
The final quest has no hunger checks or torch management, no retreat, and a final sequence that asks the party to attack across ranks while surviving forced losses. A current community discussion about placing both DLC heroes points players toward the first or final quest, but its three replies are player experience, not a balance verdict.
Use the Duelist here when her direct targeting, stance recovery, and Riposte leave the remaining party with attacks after a sacrifice. The Burn reference also records that one final boss is specifically Burn-invulnerable but does not identify that target in its public table; that is enough reason not to bring the Runaway with a Burn-only final-boss plan. If she goes, equip a direct-action fallback and verify the live encounter.
Four questions before you lock the roster
Write down the mission, the hero's starting rank, four equipped skills, and the first recovery move. Then check: can every hero act after a shuffle; which hero lacks a Talisman in mission two; who removes the urgent back-rank threat in mission three; and who remains able to attack after the final mission's forced losses? Those questions make a specific team choice safer than a generic “best Runaway” label.
Sources and review boundary
Mission constraints are checked against the Darkest Dungeon location reference; current hero tools come from the Runaway and Duelist pages. The community question that prompted this guide is Using Runaway and Duelist at the Darkest Dungeon. Recheck Retail data after any hero or Burn patch.
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Related guides
- Darkest Dungeon Runaway: Original Game GuideDarkest Dungeon Runaway build and skills guide for original-game Fire's Edge: positions, Burn loops, Retail 27890 trinkets, upgrades, and team plans.
- Darkest Dungeon Duelist: Original Game GuideDarkest Dungeon Duelist skills and build guide for original-game Fire's Edge: stances, Riposte, positions, Retail 27890 trinkets, upgrades, and team plans.
- Darkest Dungeon Runaway Team CompositionsDarkest Dungeon Runaway team compositions for Retail 27890: three practical four-hero shells, opening ranks, Burn plans, trinket choices, and swap checks.
- Darkest Dungeon Duelist Team CompositionsDarkest Dungeon Duelist team compositions for Retail 27890: three stance-ready lineups, starting ranks, Riposte plans, trinket choices, and safe recovery turns.